- zero the velocity of crunched sprites.

Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
This commit is contained in:
Christoph Oelckers 2022-10-20 17:05:44 +02:00
parent 55402ff734
commit 4686d10f41

View file

@ -1186,6 +1186,7 @@ bool AActor::Grind(bool items)
flags3 |= MF3_DONTGIB; flags3 |= MF3_DONTGIB;
Height = 0; Height = 0;
radius = 0; radius = 0;
Vel.Zero();
return false; return false;
} }
@ -1212,6 +1213,7 @@ bool AActor::Grind(bool items)
flags3 |= MF3_DONTGIB; flags3 |= MF3_DONTGIB;
Height = 0; Height = 0;
radius = 0; radius = 0;
Vel.Zero();
SetState (state); SetState (state);
if (isgeneric) // Not a custom crush state, so colorize it appropriately. if (isgeneric) // Not a custom crush state, so colorize it appropriately.
{ {
@ -1248,6 +1250,7 @@ bool AActor::Grind(bool items)
flags3 |= MF3_DONTGIB; flags3 |= MF3_DONTGIB;
Height = 0; Height = 0;
radius = 0; radius = 0;
Vel.Zero();
return false; return false;
} }