Woops, condition was accidentially inverted... but also I decided this looks nicer instead.
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@ -7217,13 +7217,13 @@ static void P_NiGHTSMovement(player_t *player)
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{
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{
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player->mo->momx = player->mo->momy = 0;
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player->mo->momx = player->mo->momy = 0;
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if (gametype != GT_RACE && gametype != GT_COMPETITION && P_MobjFlip(player->mo)*player->mo->momz >= 0)
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if (gametype != GT_RACE && gametype != GT_COMPETITION)
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P_SetObjectMomZ(player->mo, FRACUNIT/2, true);
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P_SetObjectMomZ(player->mo, FRACUNIT/2, (P_MobjFlip(player->mo)*player->mo->momz >= 0));
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else
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else
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player->mo->momz = 0;
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player->mo->momz = 0;
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#ifdef ROTSPRITE
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#if 0//def ROTSPRITE
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if ((player->charflags & SF_NONIGHTSROTATION) && player->mo->momz)
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if (!(player->charflags & SF_NONIGHTSROTATION) && player->mo->momz)
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{
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{
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if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL])
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if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL])
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P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL);
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P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL);
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