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NOFRICTION now applies to Z friction when flying or swimming
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1 changed files with 6 additions and 2 deletions
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@ -2530,9 +2530,13 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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{
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mo->AddZ(DAngle(360 / 80.f * level.maptime).Sin() / 8);
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}
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mo->Vel.Z *= FRICTION_FLY;
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if (!(mo->flags8 & MF8_NOFRICTION))
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{
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mo->Vel.Z *= FRICTION_FLY;
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}
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}
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if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
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if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY) && !(mo->flags8 & MF8_NOFRICTION))
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{
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double friction = -1;
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