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
This commit is contained in:
James R 2021-02-12 07:08:42 -08:00
parent e49d4a4cee
commit bf047291fd

View file

@ -2182,10 +2182,7 @@ static void P_FlingBurst
mo->momy = (mo->target->momy/2) + FixedMul(FINESINE(fa>>ANGLETOFINESHIFT), ns);
ns = FixedMul(momz, player->mo->scale);
P_SetObjectMomZ(mo, (mo->target->momz/2) + ns, false);
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->momz *= -1;
mo->momz = (mo->target->momz/2) + ns * P_MobjFlip(mo);
}
/** Spills an injured player's rings.