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Remove glide landing dust; put player in landing state after glide-sliding off a ledge
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parent
6f057f764a
commit
01b2a88dc9
1 changed files with 1 additions and 17 deletions
18
src/p_user.c
18
src/p_user.c
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@ -7663,6 +7663,7 @@ static void P_SkidStuff(player_t *player)
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{
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player->skidtime = 0;
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player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
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player->pflags |= PF_THOKKED; // nice try, speedrunners (but for real this is just behavior from S3K)
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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}
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// Get up and brush yourself off, idiot.
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@ -7783,23 +7784,6 @@ static void P_MovePlayer(player_t *player)
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if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
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{
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player->pflags |= PF_STASIS;
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if ((player->mo->tics + 1) % 3 == 0 && player->speed > 5*player->mo->scale) // Copy of the glide-slide dust effect, for consistency
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{
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fixed_t radius = player->mo->radius >> FRACBITS;
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mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST);
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particle->tics = 10;
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particle->destscale = (2*player->mo->scale)/3;
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P_SetScale(particle, particle->destscale);
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P_SetObjectMomZ(particle, FRACUNIT, false);
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if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
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P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
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else if (player->powers[pw_shield] == SH_ELEMENTAL)
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P_SetMobjState(particle, S_SPINDUST_FIRE1);
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S_StartSound(player->mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
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}
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}
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// note: don't unset stasis here
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