Make it flatten out faster & while rising, add a cap to the flattening, flatten out completely while respawning.

This commit is contained in:
Sally Coolatta 2022-03-28 22:14:45 -04:00
parent 421d850a5b
commit 60d72b5c20
2 changed files with 16 additions and 11 deletions

View file

@ -3415,7 +3415,7 @@ static angle_t K_TumbleSlope(mobj_t *mobj, angle_t pitch, angle_t roll)
return FixedMul(pitch, pitchMul) + FixedMul(roll, rollMul); return FixedMul(pitch, pitchMul) + FixedMul(roll, rollMul);
} }
#define STEEP_VAL (ANGLE_45 - ANGLE_11hh) // (ANG60) #define STEEP_VAL (ANGLE_45)
void K_CheckSlopeTumble(player_t *player, angle_t oldPitch, angle_t oldRoll) void K_CheckSlopeTumble(player_t *player, angle_t oldPitch, angle_t oldRoll)
{ {

View file

@ -2811,41 +2811,46 @@ void P_PlayerZMovement(mobj_t *mo)
// Even out pitch & roll slowly over time when falling. // Even out pitch & roll slowly over time when falling.
// Helps give OpenGL models a bit of the tumble tell. // Helps give OpenGL models a bit of the tumble tell.
if (P_MobjFlip(mo) * mo->momz <= 0)
{ {
const angle_t evenSpeed = (ANG1 << 1) / 3; // 0.66 degrees const angle_t speed = ANG1;
angle_t dest = ANGLE_45 + (ANG10 >> 1);
INT32 pitchDelta = AngleDeltaSigned(mo->pitch, 0); INT32 pitchDelta = AngleDeltaSigned(mo->pitch, 0);
INT32 rollDelta = AngleDeltaSigned(mo->roll, 0); INT32 rollDelta = AngleDeltaSigned(mo->roll, 0);
if (abs(pitchDelta) <= evenSpeed) if (mo->player->respawn.state != RESPAWNST_NONE)
{
dest = 0;
}
if (abs(pitchDelta) <= speed && dest == 0)
{ {
mo->pitch = 0; mo->pitch = 0;
} }
else else if (abs(pitchDelta) > dest)
{ {
if (pitchDelta > 0) if (pitchDelta > 0)
{ {
mo->pitch -= evenSpeed; mo->pitch -= speed;
} }
else else
{ {
mo->pitch += evenSpeed; mo->pitch += speed;
} }
} }
if (abs(rollDelta) <= evenSpeed) if (abs(rollDelta) <= speed && dest == 0)
{ {
mo->roll = 0; mo->roll = 0;
} }
else else if (abs(rollDelta) > dest)
{ {
if (rollDelta > 0) if (rollDelta > 0)
{ {
mo->roll -= evenSpeed; mo->roll -= speed;
} }
else else
{ {
mo->roll += evenSpeed; mo->roll += speed;
} }
} }
} }