diff --git a/src/d_player.h b/src/d_player.h index 1c352e3ea..278744127 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -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; // diff --git a/src/dehacked.c b/src/dehacked.c index 857c838f4..d24fd97d0 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -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}, diff --git a/src/g_game.c b/src/g_game.c index b62e7a6ce..0a494918f 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -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()) diff --git a/src/p_mobj.c b/src/p_mobj.c index 6b5e6fcf4..704e03114 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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)) {