Update panim for the new states

This commit is contained in:
Sally Coolatta 2021-02-03 19:29:13 -05:00
parent 480e32d369
commit e2e342f3f7
4 changed files with 30 additions and 34 deletions

View file

@ -115,19 +115,11 @@ typedef enum
{
// Are animation frames playing?
PA_ETC=0,
PA_IDLE,
PA_EDGE,
PA_WALK,
PA_RUN,
PA_DASH,
PA_PAIN,
PA_ROLL,
PA_JUMP,
PA_SPRING,
PA_FALL,
PA_ABILITY,
PA_ABILITY2,
PA_RIDE
PA_STILL,
PA_SLOW,
PA_FAST,
PA_DRIFT,
PA_HURT
} panim_t;
//

View file

@ -11434,19 +11434,11 @@ struct {
// Player animation (panim_t)
{"PA_ETC",PA_ETC},
{"PA_IDLE",PA_IDLE},
{"PA_EDGE",PA_EDGE},
{"PA_WALK",PA_WALK},
{"PA_RUN",PA_RUN},
{"PA_DASH",PA_DASH},
{"PA_PAIN",PA_PAIN},
{"PA_ROLL",PA_ROLL},
{"PA_JUMP",PA_JUMP},
{"PA_SPRING",PA_SPRING},
{"PA_FALL",PA_FALL},
{"PA_ABILITY",PA_ABILITY},
{"PA_ABILITY2",PA_ABILITY2},
{"PA_RIDE",PA_RIDE},
{"PA_STILL",PA_STILL},
{"PA_SLOW",PA_SLOW},
{"PA_FAST",PA_FAST},
{"PA_DRIFT",PA_DRIFT},
{"PA_HURT",PA_HURT},
// Value for infinite lives
{"INFLIVES",INFLIVES},

View file

@ -2261,7 +2261,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
p->pflags |= PF_JUMPDOWN;
p->playerstate = PST_LIVE;
p->panim = PA_IDLE; // standing animation
p->panim = PA_STILL; // standing animation
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())

View file

@ -221,17 +221,29 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
case S_KART_STILL:
case S_KART_STILL_L:
case S_KART_STILL_R:
player->panim = PA_IDLE;
case S_KART_STILL_GLANCE_L:
case S_KART_STILL_GLANCE_R:
case S_KART_STILL_LOOK_L:
case S_KART_STILL_LOOK_R:
player->panim = PA_STILL;
break;
case S_KART_SLOW:
case S_KART_SLOW_L:
case S_KART_SLOW_R:
player->panim = PA_WALK;
case S_KART_SLOW_GLANCE_L:
case S_KART_SLOW_GLANCE_R:
case S_KART_SLOW_LOOK_L:
case S_KART_SLOW_LOOK_R:
player->panim = PA_SLOW;
break;
case S_KART_FAST:
case S_KART_FAST_L:
case S_KART_FAST_R:
player->panim = PA_RUN;
case S_KART_FAST_GLANCE_L:
case S_KART_FAST_GLANCE_R:
case S_KART_FAST_LOOK_L:
case S_KART_FAST_LOOK_R:
player->panim = PA_FAST;
break;
case S_KART_DRIFT_L:
case S_KART_DRIFT_L_OUT:
@ -239,11 +251,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
case S_KART_DRIFT_R:
case S_KART_DRIFT_R_OUT:
case S_KART_DRIFT_R_IN:
player->panim = PA_DASH;
player->panim = PA_DRIFT;
break;
case S_KART_SPINOUT:
case S_KART_DEAD:
player->panim = PA_PAIN;
player->panim = PA_HURT;
break;
default:
player->panim = PA_ETC;
@ -1300,7 +1312,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
&& !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) /*&& (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)*/))
{
// if in a walking frame, stop moving
if (player->panim == PA_WALK)
if (player->panim == PA_SLOW)
{
P_SetPlayerMobjState(mo, S_KART_STILL);
}
@ -2695,7 +2707,7 @@ void P_PlayerZMovement(mobj_t *mo)
mo->z = mo->floorz;
// Get up if you fell.
if (mo->player->panim == PA_PAIN && mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->tumbleBounces == 0)
if (mo->player->panim == PA_HURT && mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->tumbleBounces == 0)
P_SetPlayerMobjState(mo, S_KART_STILL);
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {