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- Fix previous fix: Don't zero the velocity when a missile steps up and bounces.
SVN r4262 (trunk)
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1 changed files with 4 additions and 1 deletions
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@ -1834,12 +1834,15 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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// If moving down, cancel vertical component of the velocity
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if (thing->velz < 0)
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{
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thing->velz = 0;
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// If it's a bouncer, let it bounce off its new floor, too.
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if (thing->BounceFlags & BOUNCE_Floors)
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{
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thing->FloorBounceMissile (tm.floorsector->floorplane);
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}
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else
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{
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thing->velz = 0;
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}
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}
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}
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}
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