diff --git a/src/p_slopes.c b/src/p_slopes.c index c6416b75a..6928e93e9 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -869,26 +869,22 @@ void P_ButteredSlope(mobj_t *mo) return; // Allow the player to stand still on slopes below a certain steepness } - thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 15 / 16 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1); + thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 4 / 5 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1); - if (mo->player && (mo->player->pflags & PF_SPINNING)) { - fixed_t mult = 0; + if (mo->player) { + fixed_t mult = FRACUNIT; if (mo->momx || mo->momy) { angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection; if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0) angle ^= ANGLE_180; - mult = FINECOSINE(angle >> ANGLETOFINESHIFT); + mult = FRACUNIT + (FRACUNIT + FINECOSINE(angle>>ANGLETOFINESHIFT))*3/2; } - thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8); + thrust = FixedMul(thrust, mult); } - if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed - thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16); - // This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down - // Let's get the gravity strength for the object... thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));