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Don't zero out momz when landing on slopes.
This fixes Fang's bounce on slopes and doesn't seem to make a difference otherwise, but there's still a non-zero chance this broke something.
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da848d5216
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3786604203
1 changed files with 2 additions and 2 deletions
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@ -717,7 +717,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
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if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
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if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
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if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
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thing->momz = -P_MobjFlip(thing);
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//thing->momz = -P_MobjFlip(thing);
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thing->standingslope = slope;
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thing->standingslope = slope;
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}
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}
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return;
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return;
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@ -732,7 +732,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
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if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
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thing->momx = mom.x;
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thing->momx = mom.x;
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thing->momy = mom.y;
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thing->momy = mom.y;
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thing->momz = -P_MobjFlip(thing);
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//thing->momz = -P_MobjFlip(thing);
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thing->standingslope = slope;
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thing->standingslope = slope;
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}
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}
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