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- Adjusted some gravity related thresholds for the fix from Feb 28. Also removed
some unnecessary floating point math from this code. SVN r1465 (trunk)
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2 changed files with 9 additions and 8 deletions
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@ -1,4 +1,8 @@
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March 6, 2009 (Changes by Graf Zahl)
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March 7, 2009 (Changes by Graf Zahl)
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- Adjusted some gravity related thresholds for the fix from Feb 28. Also removed
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some unnecessary floating point math from this code.
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March 6, 2009 (Changes by Graf Zahl)
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- Added Hirogen2's patch for unlimited ammo CVAR.
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March 4, 2009
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@ -1984,14 +1984,11 @@ void P_ZMovement (AActor *mo)
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mo->z = mo->floorz;
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if (mo->momz < 0)
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{
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// [RH] avoid integer roundoff by doing comparisons with floats
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// I can't think of any good reason why this varied with gravity
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float minmom = 800.f /*level.gravity * mo->Sector->gravity*/ * -655.36f;
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float mom = (float)mo->momz;
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const fixed_t minmom = -9*FRACUNIT; // landing speed from a jump with normal gravity
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// Spawn splashes, etc.
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P_HitFloor (mo);
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if (mo->DamageType == NAME_Ice && mom < minmom)
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if (mo->DamageType == NAME_Ice && mo->momz < minmom)
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{
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mo->tics = 1;
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mo->momx = 0;
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@ -2004,7 +2001,7 @@ void P_ZMovement (AActor *mo)
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if (mo->player)
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{
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mo->player->jumpTics = 7; // delay any jumping for a short while
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if (mom < minmom && !(mo->flags & MF_NOGRAVITY))
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if (mo->momz < minmom && !(mo->flags & MF_NOGRAVITY))
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{
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// Squat down.
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// Decrease viewheight for a moment after hitting the ground (hard),
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@ -4402,7 +4399,7 @@ foundone:
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// Don't splash for living things with small vertical velocities.
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// There are levels where the constant splashing from the monsters gets extremely annoying
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if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->momz>=-5*FRACUNIT) return Terrains[terrainnum].IsLiquid;
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if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->momz>=-6*FRACUNIT) return Terrains[terrainnum].IsLiquid;
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splash = &Splashes[splashnum];
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