Clean up friciton code

This commit is contained in:
NepDisk 2025-02-21 20:06:37 -05:00
parent c25e287d40
commit d52f2344c6

View file

@ -9070,22 +9070,10 @@ void T_Friction(friction_t *f)
sec = sectors + f->affectee;
// Get FOF control sector (was "Make sure the sector type hasn't changed")
// Get FOF control sector
if (f->roverfriction)
//{
referrer = sectors + f->referrer;
/* if (!(GETSECSPECIAL(referrer->special, 3) == 1
|| GETSECSPECIAL(referrer->special, 3) == 3))
return;
}
else
{
if (!(GETSECSPECIAL(sec->special, 3) == 1
|| GETSECSPECIAL(sec->special, 3) == 3))
return;
}*/
// Assign the friction value to players on the floor, non-floating,
// and clipped. Normally the object's friction value is kept at
// ORIG_FRICTION and this thinker changes it for icy or muddy floors.
@ -9162,7 +9150,7 @@ static void P_SpawnFriction(void)
movefactor = 19*movefactor - 18*FRACUNIT;
else
movefactor = FRACUNIT;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;