- made AActor::gravity and FMapThing::gravity floats.
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18 changed files with 43 additions and 43 deletions
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@ -388,7 +388,7 @@ void AActor::Serialize(FArchive &arc)
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<< PainType
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<< DeathType;
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}
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arc << gravity
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arc << Gravity
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<< FastChaseStrafeCount
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<< master
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<< smokecounter
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@ -3807,7 +3807,7 @@ void AActor::Tick ()
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{
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if (player)
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{
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if (_f_velz() < (fixed_t)(level.gravity * Sector->gravity * -655.36f)
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if (Vel.Z < level.gravity * Sector->gravity * (-1./100)// -655.36f)
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&& !(flags&MF_NOGRAVITY))
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{
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PlayerLandedOnThing (this, onmo);
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@ -4165,7 +4165,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
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actor->health = actor->SpawnHealth();
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// Actors with zero gravity need the NOGRAVITY flag set.
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if (actor->gravity == 0) actor->flags |= MF_NOGRAVITY;
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if (actor->Gravity == 0) actor->flags |= MF_NOGRAVITY;
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FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
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@ -5137,8 +5137,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnFlags = mthing->flags;
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if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase;
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if (mthing->gravity < 0) mobj->gravity = -mthing->gravity;
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else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
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if (mthing->Gravity < 0) mobj->Gravity = -mthing->Gravity;
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else if (mthing->Gravity > 0) mobj->Gravity *= mthing->Gravity;
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else mobj->flags &= ~MF_NOGRAVITY;
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// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
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@ -6561,7 +6561,7 @@ DDropItem *AActor::GetDropItems() const
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double AActor::GetGravity() const
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{
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if (flags & MF_NOGRAVITY) return 0;
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return level.gravity * Sector->gravity * FIXED2DBL(gravity) * 0.00125;
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return level.gravity * Sector->gravity * Gravity * 0.00125;
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}
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// killough 11/98:
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