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Reverse weather speed
Makes more logical sense on the user end for negative to go up, since most weather should be going down. They need to SPAWN with reversed momz too :V
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2 changed files with 5 additions and 5 deletions
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@ -18246,7 +18246,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_SPLASH1, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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-72*FRACUNIT, // speed
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72*FRACUNIT, // speed
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1*FRACUNIT, // radius
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8*FRACUNIT, // height
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0, // display offset
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@ -18273,7 +18273,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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-2*FRACUNIT, // speed
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2*FRACUNIT, // speed
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4*FRACUNIT, // radius
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4*FRACUNIT, // height
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0, // display offset
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@ -18300,7 +18300,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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-24*FRACUNIT, // speed
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24*FRACUNIT, // speed
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4*FRACUNIT, // radius
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4*FRACUNIT, // height
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0, // display offset
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@ -3825,7 +3825,7 @@ void P_PrecipThinker(precipmobj_t *mobj)
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// Reset to ceiling!
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P_SetPrecipMobjState(mobj, mobj->info->spawnstate);
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mobj->z = mobj->ceilingz;
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mobj->momz = mobj->info->speed;
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mobj->momz = -mobj->info->speed;
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mobj->precipflags &= ~PCF_SPLASH;
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}
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@ -10371,7 +10371,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
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mobj->ceilingrover = NULL;
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mobj->z = z;
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mobj->momz = info->speed;
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mobj->momz = -info->speed;
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mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker;
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P_AddThinker(THINK_PRECIP, &mobj->thinker);
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