From 5fec05d8ac876b4158051fd3358624f052ad6d5f Mon Sep 17 00:00:00 2001 From: James R Date: Wed, 9 Jul 2025 11:47:38 -0700 Subject: [PATCH] Make sure sector reverse DOES NOT influence Stone Shoe directly Stone Shoe copies flip flag from player. Sector gravity was applied separately. --- src/p_mobj.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 21e0eb317..a251378f6 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1095,7 +1095,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo) wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0; - if (mo->type != MT_SPINFIRE) + if (mo->type != MT_SPINFIRE && mo->type != MT_STONESHOE) mo->eflags &= ~MFE_VERTICALFLIP; if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too. @@ -1303,7 +1303,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo) gravityadd *= 2; break; case MT_STONESHOE: - gravityadd *= 4; + gravityadd = -4 * abs(gravityadd) * P_MobjFlip(mo); break; default: break; @@ -15487,6 +15487,7 @@ boolean P_MobjCanChangeFlip(mobj_t *mobj) case MT_SHRINK_CHAIN: case MT_SHRINK_LASER: case MT_SHRINK_PARTICLE: + case MT_STONESHOE: return false; default: