woops #2
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@ -2192,7 +2192,7 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
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if (topheight > mo->floorz && abs(delta1) < abs(delta2)
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if (topheight > mo->floorz && abs(delta1) < abs(delta2)
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&& !(rover->flags & FF_REVERSEPLATFORM)
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&& !(rover->flags & FF_REVERSEPLATFORM)
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&& (rover->flags & FF_SOLID) // Non-FF_SOLID Mario blocks are only solid from bottom
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&& (rover->flags & FF_SOLID) // Non-FF_SOLID Mario blocks are only solid from bottom
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&& ((P_MobjFlip(mo)*mo->momz < 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference)
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&& ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference)
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{
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{
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mo->floorz = topheight;
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mo->floorz = topheight;
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}
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}
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