- Fix previous fix: Don't zero the velocity when a missile steps up and bounces.

SVN r4262 (trunk)
This commit is contained in:
Randy Heit 2013-05-12 19:05:00 +00:00
parent 0ef00cdf6e
commit 20d0cc717b

View file

@ -1834,12 +1834,15 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
// If moving down, cancel vertical component of the velocity // If moving down, cancel vertical component of the velocity
if (thing->velz < 0) if (thing->velz < 0)
{ {
thing->velz = 0;
// If it's a bouncer, let it bounce off its new floor, too. // If it's a bouncer, let it bounce off its new floor, too.
if (thing->BounceFlags & BOUNCE_Floors) if (thing->BounceFlags & BOUNCE_Floors)
{ {
thing->FloorBounceMissile (tm.floorsector->floorplane); thing->FloorBounceMissile (tm.floorsector->floorplane);
} }
else
{
thing->velz = 0;
}
} }
} }
} }