mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- Fix previous fix: Don't zero the velocity when a missile steps up and bounces.
SVN r4262 (trunk)
This commit is contained in:
parent
0ef00cdf6e
commit
20d0cc717b
1 changed files with 4 additions and 1 deletions
|
@ -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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue