K_FastFallBounce: use consistent bounce strength, regardless of Shrink/Grow

This commit is contained in:
James R. 2023-09-18 11:34:11 -07:00
parent 37ce3dba27
commit 307fd0eb71

View file

@ -10540,8 +10540,8 @@ boolean K_FastFallBounce(player_t *player)
// Handle fastfall bounce. // Handle fastfall bounce.
if (player->fastfall != 0) if (player->fastfall != 0)
{ {
const fixed_t maxBounce = player->mo->scale * 10; const fixed_t maxBounce = mapobjectscale * 10;
const fixed_t minBounce = player->mo->scale; const fixed_t minBounce = mapobjectscale;
fixed_t bounce = 2 * abs(player->fastfall) / 3; fixed_t bounce = 2 * abs(player->fastfall) / 3;
if (player->curshield != KSHIELD_BUBBLE && bounce <= 2 * maxBounce) if (player->curshield != KSHIELD_BUBBLE && bounce <= 2 * maxBounce)
@ -10568,7 +10568,7 @@ boolean K_FastFallBounce(player_t *player)
{ {
S_StartSound(player->mo, sfx_s3k44); S_StartSound(player->mo, sfx_s3k44);
P_InstaThrust(player->mo, player->mo->angle, 11*max(player->speed, abs(player->fastfall))/10); P_InstaThrust(player->mo, player->mo->angle, 11*max(player->speed, abs(player->fastfall))/10);
bounce += 3 * player->mo->scale; bounce += 3 * mapobjectscale;
} }
else else
{ {