diff --git a/src/p_user.c b/src/p_user.c index 13c10e2e2..36d470666 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -7663,6 +7663,7 @@ static void P_SkidStuff(player_t *player) { player->skidtime = 0; player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE); + player->pflags |= PF_THOKKED; // nice try, speedrunners (but for real this is just behavior from S3K) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } // Get up and brush yourself off, idiot. @@ -7783,23 +7784,6 @@ static void P_MovePlayer(player_t *player) if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) { player->pflags |= PF_STASIS; - if ((player->mo->tics + 1) % 3 == 0 && player->speed > 5*player->mo->scale) // Copy of the glide-slide dust effect, for consistency - { - fixed_t radius = player->mo->radius >> FRACBITS; - mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST); - particle->tics = 10; - - particle->destscale = (2*player->mo->scale)/3; - P_SetScale(particle, particle->destscale); - P_SetObjectMomZ(particle, FRACUNIT, false); - - if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version - P_SetMobjState(particle, S_SPINDUST_BUBBLE1); - else if (player->powers[pw_shield] == SH_ELEMENTAL) - P_SetMobjState(particle, S_SPINDUST_FIRE1); - - S_StartSound(player->mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx. - } } // note: don't unset stasis here