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