From 4fd41ab4d5743f39b04a8b1329d2e737bebabdf4 Mon Sep 17 00:00:00 2001 From: NepDisk <16447892+NepDisk@users.noreply.github.com> Date: Fri, 6 Sep 2024 02:58:28 -0400 Subject: [PATCH] Revert gravity changes --- src/p_enemy.c | 9 --------- src/p_mobj.c | 2 +- 2 files changed, 1 insertion(+), 10 deletions(-) diff --git a/src/p_enemy.c b/src/p_enemy.c index d64e0859a..849071431 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -10085,9 +10085,6 @@ void A_BrakLobShot(mobj_t *actor) // Look up actor's current gravity situation g = FixedMul(gravity, P_GetSectorGravityFactor(actor->subsector->sector)); - // Scale with map - g = FixedMul(g, mapobjectscale); - // Look up distance between actor and its target x = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); if (!aimDirect) @@ -10200,9 +10197,6 @@ void A_NapalmScatter(mobj_t *actor) // Look up actor's current gravity situation g = FixedMul(gravity, P_GetSectorGravityFactor(actor->subsector->sector)); - // Scale with map - g = FixedMul(g, mapobjectscale); - // vy = (g*(airtime-1))/2 vy = FixedMul(g,(airtime-(1<>1; // vx = distance/airtime @@ -10914,9 +10908,6 @@ void A_Boss5Jump(mobj_t *actor) if (!actor->tracer) return; // Don't even bother if we've got nothing to aim at. - // Scale with map - g = FixedMul(gravity, mapobjectscale); - // Look up actor's current gravity situation g = FixedMul(gravity, P_GetSectorGravityFactor(actor->subsector->sector)); diff --git a/src/p_mobj.c b/src/p_mobj.c index d8fe14457..94df355c2 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1249,7 +1249,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo) gravityadd = -((gravityadd/5) + (gravityadd/8)); } - gravityadd = FixedMul(gravityadd, mapobjectscale); + gravityadd = FixedMul(gravityadd, mo->scale); return gravityadd; }