Fix check_gravity() typo.
I had accidently removed velocity halt when entities completed a fall in commit This caused a "slide" bug where fallen entities woud continue moving along X axis.
@@ -20364,6 +20364,13 @@ void check_gravity(entity *e)
if (savedata.joyrumble[i]) control_rumble(i, 1, 75 * (int)self->velocity.y / 2);
}
}
+ else if((!self->animation->move[self->animpos]->base || self->animation->move[self->animpos]->base < 0) &&
+ (!self->animation->move[self->animpos]->axis.y || self->animation->move[self->animpos]->axis.y <= 0))
+ {
+ self->velocity.x = 0;
+ self->velocity.z = 0;
+ self->velocity.y = 0;
+ }
else
{
self->velocity.y = 0;
