From bf047291fd17f77c830a26fe334f31af5c29bf48 Mon Sep 17 00:00:00 2001 From: James R Date: Fri, 12 Feb 2021 07:08:42 -0800 Subject: [PATCH] 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 --- src/p_inter.c | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/src/p_inter.c b/src/p_inter.c index e9fae2943..6bc645327 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -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.