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Fix double scaling on vertical momentum for ring burst
P_SetObjectMomZ already applies object scale. It also applies gravity flipping, so both of these were being done twice. :v
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1 changed files with 1 additions and 4 deletions
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@ -2182,10 +2182,7 @@ static void P_FlingBurst
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mo->momy = (mo->target->momy/2) + FixedMul(FINESINE(fa>>ANGLETOFINESHIFT), ns);
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ns = FixedMul(momz, player->mo->scale);
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P_SetObjectMomZ(mo, (mo->target->momz/2) + ns, false);
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if (player->mo->eflags & MFE_VERTICALFLIP)
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mo->momz *= -1;
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mo->momz = (mo->target->momz/2) + ns * P_MobjFlip(mo);
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}
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/** Spills an injured player's rings.
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