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Update panim for the new states
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4 changed files with 30 additions and 34 deletions
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@ -115,19 +115,11 @@ typedef enum
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{
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// Are animation frames playing?
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PA_ETC=0,
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PA_IDLE,
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PA_EDGE,
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PA_WALK,
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PA_RUN,
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PA_DASH,
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PA_PAIN,
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PA_ROLL,
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PA_JUMP,
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PA_SPRING,
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PA_FALL,
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PA_ABILITY,
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PA_ABILITY2,
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PA_RIDE
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PA_STILL,
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PA_SLOW,
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PA_FAST,
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PA_DRIFT,
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PA_HURT
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} panim_t;
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//
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@ -11434,19 +11434,11 @@ struct {
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// Player animation (panim_t)
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{"PA_ETC",PA_ETC},
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{"PA_IDLE",PA_IDLE},
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{"PA_EDGE",PA_EDGE},
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{"PA_WALK",PA_WALK},
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{"PA_RUN",PA_RUN},
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{"PA_DASH",PA_DASH},
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{"PA_PAIN",PA_PAIN},
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{"PA_ROLL",PA_ROLL},
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{"PA_JUMP",PA_JUMP},
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{"PA_SPRING",PA_SPRING},
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{"PA_FALL",PA_FALL},
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{"PA_ABILITY",PA_ABILITY},
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{"PA_ABILITY2",PA_ABILITY2},
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{"PA_RIDE",PA_RIDE},
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{"PA_STILL",PA_STILL},
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{"PA_SLOW",PA_SLOW},
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{"PA_FAST",PA_FAST},
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{"PA_DRIFT",PA_DRIFT},
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{"PA_HURT",PA_HURT},
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// Value for infinite lives
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{"INFLIVES",INFLIVES},
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@ -2261,7 +2261,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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p->pflags |= PF_JUMPDOWN;
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p->playerstate = PST_LIVE;
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p->panim = PA_IDLE; // standing animation
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p->panim = PA_STILL; // standing animation
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// Check to make sure their color didn't change somehow...
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if (G_GametypeHasTeams())
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26
src/p_mobj.c
26
src/p_mobj.c
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@ -221,17 +221,29 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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case S_KART_STILL:
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case S_KART_STILL_L:
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case S_KART_STILL_R:
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player->panim = PA_IDLE;
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case S_KART_STILL_GLANCE_L:
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case S_KART_STILL_GLANCE_R:
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case S_KART_STILL_LOOK_L:
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case S_KART_STILL_LOOK_R:
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player->panim = PA_STILL;
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break;
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case S_KART_SLOW:
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case S_KART_SLOW_L:
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case S_KART_SLOW_R:
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player->panim = PA_WALK;
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case S_KART_SLOW_GLANCE_L:
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case S_KART_SLOW_GLANCE_R:
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case S_KART_SLOW_LOOK_L:
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case S_KART_SLOW_LOOK_R:
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player->panim = PA_SLOW;
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break;
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case S_KART_FAST:
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case S_KART_FAST_L:
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case S_KART_FAST_R:
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player->panim = PA_RUN;
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case S_KART_FAST_GLANCE_L:
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case S_KART_FAST_GLANCE_R:
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case S_KART_FAST_LOOK_L:
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case S_KART_FAST_LOOK_R:
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player->panim = PA_FAST;
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break;
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case S_KART_DRIFT_L:
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case S_KART_DRIFT_L_OUT:
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@ -239,11 +251,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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case S_KART_DRIFT_R:
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case S_KART_DRIFT_R_OUT:
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case S_KART_DRIFT_R_IN:
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player->panim = PA_DASH;
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player->panim = PA_DRIFT;
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break;
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case S_KART_SPINOUT:
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case S_KART_DEAD:
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player->panim = PA_PAIN;
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player->panim = PA_HURT;
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break;
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default:
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player->panim = PA_ETC;
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@ -1300,7 +1312,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
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&& !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) /*&& (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)*/))
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{
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// if in a walking frame, stop moving
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if (player->panim == PA_WALK)
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if (player->panim == PA_SLOW)
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{
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P_SetPlayerMobjState(mo, S_KART_STILL);
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}
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@ -2695,7 +2707,7 @@ void P_PlayerZMovement(mobj_t *mo)
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mo->z = mo->floorz;
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// Get up if you fell.
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if (mo->player->panim == PA_PAIN && mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->tumbleBounces == 0)
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if (mo->player->panim == PA_HURT && mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->tumbleBounces == 0)
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P_SetPlayerMobjState(mo, S_KART_STILL);
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if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {
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