diff --git a/desktop_version/src/Entity.cpp b/desktop_version/src/Entity.cpp index ab9e7948..0079298d 100644 --- a/desktop_version/src/Entity.cpp +++ b/desktop_version/src/Entity.cpp @@ -4410,6 +4410,7 @@ void entityclass::applyfriction( int t, float xrate, float yrate ) if (entities[t].vx > 6.00f) entities[t].vx = 6.0f; if (entities[t].vx < -6.00f) entities[t].vx = -6.0f; + // This should *not* be changed to use SDL_fabsf, which would cause noticable differences in physics. if (SDL_abs(entities[t].vx) < xrate) entities[t].vx = 0.0f; if (SDL_abs(entities[t].vy) < yrate) entities[t].vy = 0.0f; } diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index ce0e1958..4259dc76 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -1824,6 +1824,7 @@ void gameinput() if (game.activetele && game.readytotele > 20 && !game.intimetrial) { enter_already_processed = true; + // This should *not* be changed to use SDL_fabsf, which would prevent activating an teleporter when `vx > 1.0 && vx < 2.0`. if(int(SDL_abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0) { //wait! space station 2 debug thingy @@ -1890,6 +1891,7 @@ void gameinput() else if (INBOUNDS_VEC(game.activeactivity, obj.blocks)) { enter_already_processed = true; + // This should *not* be changed to use SDL_fabsf, which would prevent activating an activity zone when `vx > 1.0 && vx < 2.0`. if((int(SDL_abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) ) { script.load(obj.blocks[game.activeactivity].script);