diff --git a/src/p_enemy.c b/src/p_enemy.c index fc67cc882..86ae6d0c3 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -10056,6 +10056,9 @@ void A_BrakLobShot(mobj_t *actor) // Look up actor's current gravity situation g = FixedMul(gravity, P_GetSectorGravityFactor(actor->subsector->sector)); + // Scale with map + g = FixedMul(g, mapobjectscale); + // Look up distance between actor and its target x = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); if (!aimDirect) @@ -10168,6 +10171,9 @@ void A_NapalmScatter(mobj_t *actor) // Look up actor's current gravity situation g = FixedMul(gravity, P_GetSectorGravityFactor(actor->subsector->sector)); + // Scale with map + g = FixedMul(g, mapobjectscale); + // vy = (g*(airtime-1))/2 vy = FixedMul(g,(airtime-(1<>1; // vx = distance/airtime @@ -10879,12 +10885,12 @@ void A_Boss5Jump(mobj_t *actor) if (!actor->tracer) return; // Don't even bother if we've got nothing to aim at. - // Scale with map - g = FixedMul(gravity, mapobjectscale); - // Look up actor's current gravity situation g = FixedMul(gravity, P_GetSectorGravityFactor(actor->subsector->sector)); + // Scale with map + g = FixedMul(g, mapobjectscale); + // Look up distance between actor and its tracer x = FixedHypot(actor->tracer->x - actor->x, actor->tracer->y - actor->y); // Look up height difference between actor and its tracer