mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- restored the old underwater sinking code for players.
SVN r3684 (trunk)
This commit is contained in:
parent
ba9f29531e
commit
e094e1b515
1 changed files with 45 additions and 25 deletions
|
@ -2199,39 +2199,59 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|||
mo->velz -= grav;
|
||||
}
|
||||
}
|
||||
if (mo->waterlevel > 1 || (mo->waterlevel == 1 && mo->player == NULL))
|
||||
if (mo->player == NULL)
|
||||
{
|
||||
fixed_t sinkspeed;
|
||||
|
||||
if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER))
|
||||
{ // Pickup items don't sink if placed and drop slowly if dropped
|
||||
sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
|
||||
}
|
||||
else
|
||||
if (mo->waterlevel >= 1)
|
||||
{
|
||||
sinkspeed = -WATER_SINK_SPEED;
|
||||
fixed_t sinkspeed;
|
||||
|
||||
// If it's not a player, scale sinkspeed by its mass, with
|
||||
// 100 being equivalent to a player.
|
||||
if (mo->player == NULL)
|
||||
if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER))
|
||||
{ // Pickup items don't sink if placed and drop slowly if dropped
|
||||
sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
sinkspeed = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100);
|
||||
sinkspeed = -WATER_SINK_SPEED;
|
||||
|
||||
// If it's not a player, scale sinkspeed by its mass, with
|
||||
// 100 being equivalent to a player.
|
||||
if (mo->player == NULL)
|
||||
{
|
||||
sinkspeed = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100);
|
||||
}
|
||||
}
|
||||
if (mo->velz < sinkspeed)
|
||||
{ // Dropping too fast, so slow down toward sinkspeed.
|
||||
mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8);
|
||||
if (mo->velz > sinkspeed)
|
||||
{
|
||||
mo->velz = sinkspeed;
|
||||
}
|
||||
}
|
||||
else if (mo->velz > sinkspeed)
|
||||
{ // Dropping too slow/going up, so trend toward sinkspeed.
|
||||
mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8);
|
||||
if (mo->velz < sinkspeed)
|
||||
{
|
||||
mo->velz = sinkspeed;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mo->velz < sinkspeed)
|
||||
{ // Dropping too fast, so slow down toward sinkspeed.
|
||||
mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8);
|
||||
if (mo->velz > sinkspeed)
|
||||
{
|
||||
mo->velz = sinkspeed;
|
||||
}
|
||||
}
|
||||
else if (mo->velz > sinkspeed)
|
||||
{ // Dropping too slow/going up, so trend toward sinkspeed.
|
||||
mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mo->waterlevel > 1)
|
||||
{
|
||||
fixed_t sinkspeed = -WATER_SINK_SPEED;
|
||||
|
||||
if (mo->velz < sinkspeed)
|
||||
{
|
||||
mo->velz = sinkspeed;
|
||||
mo->velz = (startvelz < sinkspeed) ? startvelz : sinkspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
mo->velz = startvelz + ((mo->velz - startvelz) >>
|
||||
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue