if (this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS)
{
this.move_didgravity = 1;
- this.move_velocity_z -= (GRAVITY_UNAFFECTED_BY_TICRATE ? 0.5 : 1)
+ this.move_velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
* dt
* (this.gravity ? this.gravity : 1)
- * PHYS_GRAVITY;
+ * PHYS_GRAVITY(this);
}
this.move_angles = this.move_angles + this.move_avelocity * dt;
{
float bouncefac = this.move_bounce_factor; if (!bouncefac) bouncefac = 0.5;
float bouncestop = this.move_bounce_stopspeed; if (!bouncestop) bouncestop = 60 / 800;
- bouncestop *= (this.gravity ? this.gravity : 1) * PHYS_GRAVITY;
+ bouncestop *= (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
this.move_velocity = _Movetype_ClipVelocity(this.move_velocity, trace_plane_normal, 1 + bouncefac);
break;
}
- if (GRAVITY_UNAFFECTED_BY_TICRATE && this.move_didgravity > 0 && !(this.move_flags & FL_ONGROUND))
- this.move_velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY;
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE && this.move_didgravity > 0 && !(this.move_flags & FL_ONGROUND))
+ this.move_velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
_Movetype_CheckWaterTransition(this);
}