From d52f2344c6202bc83e7d8ffeaccef705f8f1e044 Mon Sep 17 00:00:00 2001 From: NepDisk Date: Fri, 21 Feb 2025 20:06:37 -0500 Subject: [PATCH] Clean up friciton code --- src/p_spec.c | 16 ++-------------- 1 file changed, 2 insertions(+), 14 deletions(-) diff --git a/src/p_spec.c b/src/p_spec.c index e01429503..676448e0c 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -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;