- Fixed: The sinking-in-water code didn't really know what to do with things that aren't players.

SVN r3670 (trunk)
This commit is contained in:
Randy Heit 2012-05-31 04:32:37 +00:00
parent 2c3b57145a
commit 3bd45f8011

View file

@ -2117,7 +2117,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{
fixed_t startvelz = mo->velz;
if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
if (mo->waterlevel == 0 || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
// [RH] Double gravity only if running off a ledge. Coming down from
@ -2131,18 +2131,40 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
mo->velz -= grav;
}
}
if (mo->waterlevel > 1)
if (mo->waterlevel > 1 || (mo->waterlevel == 1 && mo->player == NULL))
{
fixed_t sinkspeed = mo->flags & MF_CORPSE ? -WATER_SINK_SPEED/3 : -WATER_SINK_SPEED;
fixed_t sinkspeed;
if (mo->velz < sinkspeed)
{
mo->velz = (startvelz < sinkspeed) ? startvelz : 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
{
mo->velz = startvelz + ((mo->velz - startvelz) >>
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
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;
}
}
}
}