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ICE PHYSICS FUN https://gfycat.com/ActualComplicatedBonobo
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1 changed files with 5 additions and 3 deletions
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@ -6687,8 +6687,6 @@ static void P_MovePlayer(player_t *player)
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if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
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if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
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//////////////////
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//////////////////
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//GAMEPLAY STUFF//
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//GAMEPLAY STUFF//
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//////////////////
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//////////////////
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@ -9227,12 +9225,16 @@ void P_PlayerThink(player_t *player)
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}
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}
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else if (cmd->forwardmove || cmd->sidemove || cmd->buttons) // only when you're pressing buttons
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else if (cmd->forwardmove || cmd->sidemove || cmd->buttons) // only when you're pressing buttons
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{
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{
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if (player->rmomx || player->rmomy) // only when you're moing
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if (player->mo->movefactor < FRACUNIT) // hilarious absence of traction!
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player->drawangle = player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS);
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else if (player->rmomx || player->rmomy) // only when you're moing
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player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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else
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else
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player->drawangle = player->mo->angle; // spindash, etc
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player->drawangle = player->mo->angle; // spindash, etc
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}
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}
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player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
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// Unset statis flags after moving.
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// Unset statis flags after moving.
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// In other words, if you manually set stasis via code,
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// In other words, if you manually set stasis via code,
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// it lasts for one tic.
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// it lasts for one tic.
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