diff --git a/src/p_mobj.c b/src/p_mobj.c index e4ac1f209..5db1ca1ef 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -5679,12 +5679,12 @@ static void P_FlameJetSceneryThink(mobj_t *mobj) flame->angle = mobj->angle; if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side - flame->momz = mobj->fuse << (FRACBITS - 2); + flame->momz = (mobj->fuse * mapobjectscale) / 4; else flame->angle += FixedAngle(mobj->fuse<movedir; + strength = 20*mapobjectscale; + strength -= ((20*mapobjectscale)/16)*mobj->movedir; P_InstaThrust(flame, flame->angle, strength); S_StartSound(flame, sfx_fire); @@ -5714,8 +5714,8 @@ static void P_VerticalFlameJetSceneryThink(mobj_t *mobj) flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME); - strength = 20*FRACUNIT; - strength -= ((20*FRACUNIT)/16)*mobj->movedir; + strength = 20*mapobjectscale; + strength -= ((20*mapobjectscale)/16)*mobj->movedir; // If deaf'd, the object spawns on the ceiling. if (mobj->flags2 & MF2_AMBUSH) @@ -5729,7 +5729,7 @@ static void P_VerticalFlameJetSceneryThink(mobj_t *mobj) P_SetMobjState(flame, S_FLAMEJETFLAME7); } - P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT, 3*FRACUNIT)); + P_InstaThrust(flame, mobj->angle, (mobj->fuse * mapobjectscale) / 3); S_StartSound(flame, sfx_fire); }