Allow rollout rock's splash sound delay reduction to occur above water

This commit is contained in:
lachwright 2019-10-12 04:41:50 +08:00
parent a01373741b
commit 3600e1b140

View file

@ -14238,14 +14238,15 @@ void A_RolloutRock(mobj_t *actor)
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (actor->threshold)
actor->threshold--;
if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava) if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
{ {
UINT8 flip = P_MobjFlip(actor); UINT8 flip = P_MobjFlip(actor);
fixed_t prevmomz = actor->momz; fixed_t prevmomz = actor->momz;
actor->momz = FixedMul(actor->momz, locvar2); actor->momz = FixedMul(actor->momz, locvar2);
actor->momz += flip * FixedMul(locvar2, actor->scale); actor->momz += flip * FixedMul(locvar2, actor->scale);
if (actor->threshold)
actor->threshold--;
if (flip*prevmomz < 0 && flip*actor->momz >= 0 && !actor->threshold) if (flip*prevmomz < 0 && flip*actor->momz >= 0 && !actor->threshold)
{ {
if (actor->eflags & MFE_UNDERWATER) if (actor->eflags & MFE_UNDERWATER)