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Minor fix to ensure PF_FORCEJUMPDAMAGE is always known.
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parent
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commit
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1 changed files with 8 additions and 3 deletions
11
src/p_user.c
11
src/p_user.c
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@ -6673,7 +6673,7 @@ static void P_MovePlayer(player_t *player)
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
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}
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}
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// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
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// If Springing (or nojumpspinning), but travelling DOWNWARD, change back!
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if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
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if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
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|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
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|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
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&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
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&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
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@ -8929,8 +8929,13 @@ void P_PlayerThink(player_t *player)
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if (player->panim != PA_ABILITY)
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if (player->panim != PA_ABILITY)
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P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
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P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
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}
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}
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else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && player->panim != PA_JUMP && !(player->charflags & SF_NOJUMPSPIN))
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else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && ((player->charflags & SF_NOJUMPSPIN && player->pflags & PF_FORCEJUMPDAMAGE && player->panim != PA_ROLL) || (!(player->charflags & SF_NOJUMPSPIN) && player->panim != PA_JUMP)))
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P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
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{
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if (!(player->charflags & SF_NOJUMPSPIN))
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P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
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else if (player->pflags & PF_FORCEJUMPDAMAGE)
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P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
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}
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if (player->flashcount)
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if (player->flashcount)
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player->flashcount--;
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player->flashcount--;
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