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K_KartSpindash: reorganize so fastfallBase doesn't need to be reset on landing
Makes resetting fastfall due to special conditions more straightforward, because you don't need to reset fastfallBase also.
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parent
92bc946d60
commit
652792ddd3
3 changed files with 5 additions and 7 deletions
10
src/k_kart.c
10
src/k_kart.c
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@ -10437,16 +10437,17 @@ static void K_KartSpindash(player_t *player)
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{
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if (player->pflags & PF_NOFASTFALL)
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return;
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// Update fastfall.
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player->fastfall = player->mo->momz;
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player->spindash = 0;
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if (player->fastfallBase == 0)
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if (player->fastfall == 0)
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{
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// Factors 3D momentum.
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player->fastfallBase = FixedHypot(player->speed, player->mo->momz);
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}
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// Update fastfall.
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player->fastfall = player->mo->momz;
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player->spindash = 0;
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return;
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}
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else if (player->fastfall != 0)
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@ -10574,7 +10575,6 @@ boolean K_FastFallBounce(player_t *player)
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player->mo->momz = bounce * P_MobjFlip(player->mo);
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player->fastfall = 0;
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player->fastfallBase = 0;
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return true;
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}
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@ -2578,7 +2578,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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player->driftboost = player->strongdriftboost = 0;
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player->gateBoost = 0;
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player->fastfall = 0;
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player->fastfallBase = 0;
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player->ringboost = 0;
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player->glanceDir = 0;
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player->pflags &= ~PF_GAINAX;
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@ -484,7 +484,6 @@ void P_ResetPlayer(player_t *player)
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player->trickpanel = 0;
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player->glanceDir = 0;
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player->fastfall = 0;
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player->fastfallBase = 0;
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if (player->mo != NULL && P_MobjWasRemoved(player->mo) == false)
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{
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