- Adjusted some gravity related thresholds for the fix from Feb 28. Also removed

some unnecessary floating point math from this code.


SVN r1465 (trunk)
This commit is contained in:
Christoph Oelckers 2009-03-07 09:16:32 +00:00
parent e57ff454f2
commit b072431d3b
2 changed files with 9 additions and 8 deletions

View file

@ -1,4 +1,8 @@
March 6, 2009 (Changes by Graf Zahl)
March 7, 2009 (Changes by Graf Zahl)
- Adjusted some gravity related thresholds for the fix from Feb 28. Also removed
some unnecessary floating point math from this code.
March 6, 2009 (Changes by Graf Zahl)
- Added Hirogen2's patch for unlimited ammo CVAR.
March 4, 2009

View file

@ -1984,14 +1984,11 @@ void P_ZMovement (AActor *mo)
mo->z = mo->floorz;
if (mo->momz < 0)
{
// [RH] avoid integer roundoff by doing comparisons with floats
// I can't think of any good reason why this varied with gravity
float minmom = 800.f /*level.gravity * mo->Sector->gravity*/ * -655.36f;
float mom = (float)mo->momz;
const fixed_t minmom = -9*FRACUNIT; // landing speed from a jump with normal gravity
// Spawn splashes, etc.
P_HitFloor (mo);
if (mo->DamageType == NAME_Ice && mom < minmom)
if (mo->DamageType == NAME_Ice && mo->momz < minmom)
{
mo->tics = 1;
mo->momx = 0;
@ -2004,7 +2001,7 @@ void P_ZMovement (AActor *mo)
if (mo->player)
{
mo->player->jumpTics = 7; // delay any jumping for a short while
if (mom < minmom && !(mo->flags & MF_NOGRAVITY))
if (mo->momz < minmom && !(mo->flags & MF_NOGRAVITY))
{
// Squat down.
// Decrease viewheight for a moment after hitting the ground (hard),
@ -4402,7 +4399,7 @@ foundone:
// Don't splash for living things with small vertical velocities.
// There are levels where the constant splashing from the monsters gets extremely annoying
if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->momz>=-5*FRACUNIT) return Terrains[terrainnum].IsLiquid;
if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->momz>=-6*FRACUNIT) return Terrains[terrainnum].IsLiquid;
splash = &Splashes[splashnum];