Add per-actor friction

- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
This commit is contained in:
Randy Heit 2014-07-28 23:15:50 -05:00
commit ea7ba9dba3
7 changed files with 47 additions and 18 deletions

View file

@ -1990,26 +1990,12 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
friction = (0x1EB8*amount)/0x80 + 0xD001;
// killough 8/28/98: prevent odd situations
if (friction > FRACUNIT)
friction = FRACUNIT;
if (friction < 0)
friction = 0;
friction = clamp(friction, 0, FRACUNIT);
// The following check might seem odd. At the time of movement,
// the move distance is multiplied by 'friction/0x10000', so a
// higher friction value actually means 'less friction'.
// [RH] Twiddled these values so that velocity on ice (with
// friction 0xf900) is the same as in Heretic/Hexen.
if (friction >= ORIG_FRICTION) // ice
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;
movefactor = FrictionToMoveFactor(friction);
for (s = -1; (s = P_FindSectorFromTag (tag,s)) >= 0; )
{