Projectile physics hotfix from Demolitionist.

This commit is contained in:
Marisa the Magician 2022-11-11 21:07:13 +01:00
commit 9e43bf8b8b
11 changed files with 57 additions and 7 deletions

View file

@ -15,6 +15,25 @@ const firstbloodmsg_id = -1401;
const spreemsg_id = -1402;
const multimsg_id = -1403;
// backported from DEMOLITIONIST, needed to fix the broken water physics of some projectiles
Mixin Class UTMissileFix
{
Default
{
+NOFRICTION;
}
override void FallAndSink( double grav, double oldfloorz )
{
if ( bNOGRAVITY || (waterlevel < 1) )
{
Super.FallAndSink(grav,oldfloorz);
return;
}
vel *= .99;
if ( pos.z > floorz ) vel.z -= grav*.01;
}
}
Class UTPlayer : DoomPlayer
{
bool doprintnoammo;
@ -2149,6 +2168,7 @@ Class UTSpark : Actor
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
+NOFRICTION;
BounceType "Doom";
BounceFactor 0.4;
Gravity 0.2;
@ -2209,6 +2229,8 @@ Class UTViewSpark : UTSpark
Class UTChip : Actor
{
Mixin UTMissileFix;
int deadtimer;
double rollvel, anglevel, pitchvel;