Actually check the correct momentum, idiot

This commit is contained in:
Antonio Martinez 2025-09-27 06:11:34 -04:00
parent 140f9846aa
commit bf901fddb3
2 changed files with 4 additions and 2 deletions

View file

@ -504,7 +504,8 @@ void K_ProcessTerrainEffect(mobj_t *mo)
if (dmg & DMG_STUMBLE && !G_CompatLevel(0x0010))
{
if (player->mo->hitlag == 0 && (player->mo->momz >= 0) == (P_MobjFlip(player->mo) >= 0))
if (player->mo->hitlag == 0 &&
(player->mo->momz == 0 || (player->mo->momz > 0) != (P_MobjFlip(player->mo) > 0)))
{
player->pflags2 |= PF2_ALWAYSDAMAGED;
P_DamageMobj(mo, NULL, NULL, 1, dmg);

View file

@ -5430,7 +5430,8 @@ static void P_EvaluateDamageType(player_t *player, sector_t *sector, boolean isT
}
else
{
if (isTouching && player->mo->hitlag == 0 && (player->mo->momz >= 0) == (P_MobjFlip(player->mo) >= 0))
if (isTouching && player->mo->hitlag == 0 &&
(player->mo->momz == 0 || (player->mo->momz > 0) != (P_MobjFlip(player->mo) > 0)))
{
player->pflags2 |= PF2_ALWAYSDAMAGED;
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_STUMBLE);