- Reintroduced damage thrust clamping but with a higher threshold. The clamping
is now also done in floating point before any fixed point overflows can occur. SVN r1670 (trunk)
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6 changed files with 13 additions and 13 deletions
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@ -4520,6 +4520,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
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AActor *mo = NULL;
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FSplashDef *splash;
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int terrainnum;
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sector_t *hsec = NULL;
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if (x == FIXED_MIN) x = thing->x;
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if (y == FIXED_MIN) y = thing->y;
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@ -4545,7 +4546,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
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if (planez < z) return false;
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}
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#endif
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sector_t *hsec = sec->GetHeightSec();
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hsec = sec->GetHeightSec();
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if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
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{
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terrainnum = TerrainTypes[sec->GetTexture(sector_t::floor)];
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