- 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)
This commit is contained in:
Christoph Oelckers 2009-06-16 22:04:26 +00:00
commit db0a924fc9
6 changed files with 13 additions and 13 deletions

View file

@ -4520,6 +4520,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
AActor *mo = NULL;
FSplashDef *splash;
int terrainnum;
sector_t *hsec = NULL;
if (x == FIXED_MIN) x = thing->x;
if (y == FIXED_MIN) y = thing->y;
@ -4545,7 +4546,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
if (planez < z) return false;
}
#endif
sector_t *hsec = sec->GetHeightSec();
hsec = sec->GetHeightSec();
if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
{
terrainnum = TerrainTypes[sec->GetTexture(sector_t::floor)];