From 83001a5bc946a892cb85f8d1ba8fe7d9c11bafe3 Mon Sep 17 00:00:00 2001 From: Nev3r Date: Fri, 19 Apr 2019 20:34:22 +0200 Subject: [PATCH] Fix line-based slopes' normals. The game never uses the normals directly yet so it's been left unnoticed ever since. Signed-off-by: Nev3r --- src/p_slopes.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/p_slopes.c b/src/p_slopes.c index 8355e99c7..7f389c16d 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -31,8 +31,8 @@ UINT16 slopecount = 0; // Calculate line normal void P_CalculateSlopeNormal(pslope_t *slope) { slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT); - slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x); - slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y); + slope->normal.x = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x); + slope->normal.y = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y); } /// Setup slope via 3 vertexes. @@ -51,7 +51,6 @@ static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const v if (vec1.z == 0 && vec2.z == 0) { /// \todo Fix fully flat cases. - CONS_Printf("Please fix me\n"); slope->zangle = slope->xydirection = 0; slope->zdelta = slope->d.x = slope->d.y = 0;