- fixed: The friction calculations for terrain based friction had some fixed/float mixups.

This commit is contained in:
Christoph Oelckers 2016-05-22 12:11:39 +02:00
parent 36dfa97802
commit eed32ee285

View file

@ -497,7 +497,7 @@ static void ParseFriction (FScanner &sc, int keyword, void *fields)
friction = (0x1EB8*(sc.Float*100))/0x80 + 0xD001;
friction = clamp<double> (friction, 0, 65536.);
if (friction > ORIG_FRICTION) // ice
if (friction > ORIG_FRICTION * 65536.) // ice
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;