calling scrape_object_on_wall in each case of HIT_WALL more reliable to properly do hazard surface damage and prevent weapon objects from possibly sliding against walls
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20111124
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20111124
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main/collide.c, main/collide.h, main/fireball.c, main/game.c: Smoothed disabling of friendly fire to re-enable splash damage possible when friendly fire is disabled
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main/collide.c, main/collide.h, main/fireball.c, main/game.c: Smoothed disabling of friendly fire to re-enable splash damage possible when friendly fire is disabled
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main/physics.c: calling scrape_object_on_wall in each case of HIT_WALL more reliable to properly do hazard surface damage and prevent weapon objects from possibly sliding against walls
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20111114
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20111114
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@ -593,7 +593,7 @@ void do_physics_sim(object *obj)
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if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
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if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
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collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
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collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
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else
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scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
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scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
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Assert( WallHitSeg > -1 );
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Assert( WallHitSeg > -1 );
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