- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
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88 changed files with 881 additions and 863 deletions
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@ -1450,7 +1450,7 @@ static void P_SpawnScrollers(void)
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// phares 3/12/98: Start of friction effects
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// As the player moves, friction is applied by decreasing the x and y
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// momentum values on each tic. By varying the percentage of decrease,
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// velocity values on each tic. By varying the percentage of decrease,
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// we can simulate muddy or icy conditions. In mud, the player slows
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// down faster. In ice, the player slows down more slowly.
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//
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@ -1541,7 +1541,7 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
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// the move distance is multiplied by 'friction/0x10000', so a
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// higher friction value actually means 'less friction'.
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// [RH] Twiddled these values so that momentum on ice (with
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// [RH] Twiddled these values so that velocity on ice (with
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// friction 0xf900) is the same as in Heretic/Hexen.
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if (friction >= ORIG_FRICTION) // ice
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// movefactor = ((0x10092 - friction)*(0x70))/0x158;
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@ -1732,8 +1732,8 @@ void DPusher::Tick ()
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if (m_Source->GetClass()->TypeName == NAME_PointPusher)
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pushangle += ANG180; // away
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pushangle >>= ANGLETOFINESHIFT;
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thing->momx += FixedMul (speed, finecosine[pushangle]);
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thing->momy += FixedMul (speed, finesine[pushangle]);
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thing->velx += FixedMul (speed, finecosine[pushangle]);
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thing->vely += FixedMul (speed, finesine[pushangle]);
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}
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}
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}
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@ -1806,8 +1806,8 @@ void DPusher::Tick ()
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yspeed = m_Ymag;
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}
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}
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thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
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thing->velx += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->vely += yspeed<<(FRACBITS-PUSH_FACTOR);
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}
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}
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