Merge branch 'new-cars-movie' into 'master'

Code changes required for new Kart sprites

See merge request KartKrew/Kart!259
This commit is contained in:
Sal 2020-05-14 22:54:22 -04:00
commit e75b6da6fc
13 changed files with 328 additions and 304 deletions

View file

@ -271,7 +271,7 @@ void B_RespawnBot(INT32 playernum)
player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
P_TeleportMove(tails, x, y, z);
P_SetPlayerMobjState(tails, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(tails, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
P_SetScale(tails, sonic->scale);
tails->destscale = sonic->destscale;
}

View file

@ -501,6 +501,7 @@ typedef struct player_s
UINT8 gotcontinue; // Got continue from this stage?
fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
fixed_t lastspeed;
UINT8 jumping; // Jump counter
UINT8 secondjump;

View file

@ -3757,88 +3757,52 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_THOK",
// SRB2kart Frames
"S_KART_STND1",
"S_KART_STND2",
"S_KART_STND1_L",
"S_KART_STND2_L",
"S_KART_STND1_R",
"S_KART_STND2_R",
"S_KART_WALK1",
"S_KART_WALK2",
"S_KART_WALK1_L",
"S_KART_WALK2_L",
"S_KART_WALK1_R",
"S_KART_WALK2_R",
"S_KART_RUN1",
"S_KART_RUN2",
"S_KART_RUN1_L",
"S_KART_RUN2_L",
"S_KART_RUN1_R",
"S_KART_RUN2_R",
"S_KART_STILL1",
"S_KART_STILL2",
"S_KART_STILL1_L",
"S_KART_STILL2_L",
"S_KART_STILL1_R",
"S_KART_STILL2_R",
"S_KART_SLOW1",
"S_KART_SLOW2",
"S_KART_SLOW1_L",
"S_KART_SLOW2_L",
"S_KART_SLOW1_R",
"S_KART_SLOW2_R",
"S_KART_FAST1",
"S_KART_FAST2",
"S_KART_FAST1_L",
"S_KART_FAST2_L",
"S_KART_FAST1_R",
"S_KART_FAST2_R",
"S_KART_DRIFT1_L",
"S_KART_DRIFT2_L",
"S_KART_DRIFT1_L_OUT",
"S_KART_DRIFT2_L_OUT",
"S_KART_DRIFT1_L_IN",
"S_KART_DRIFT2_L_IN",
"S_KART_DRIFT3_L_IN",
"S_KART_DRIFT4_L_IN",
"S_KART_DRIFT1_R",
"S_KART_DRIFT2_R",
"S_KART_DRIFT1_R_OUT",
"S_KART_DRIFT2_R_OUT",
"S_KART_DRIFT1_R_IN",
"S_KART_DRIFT2_R_IN",
"S_KART_DRIFT3_R_IN",
"S_KART_DRIFT4_R_IN",
"S_KART_SPIN",
"S_KART_PAIN",
"S_KART_SQUISH",
/*
"S_PLAY_STND",
"S_PLAY_TAP1",
"S_PLAY_TAP2",
"S_PLAY_RUN1",
"S_PLAY_RUN2",
"S_PLAY_RUN3",
"S_PLAY_RUN4",
"S_PLAY_RUN5",
"S_PLAY_RUN6",
"S_PLAY_RUN7",
"S_PLAY_RUN8",
"S_PLAY_SPD1",
"S_PLAY_SPD2",
"S_PLAY_SPD3",
"S_PLAY_SPD4",
"S_PLAY_ATK1",
"S_PLAY_ATK2",
"S_PLAY_ATK3",
"S_PLAY_ATK4",
"S_PLAY_SPRING",
"S_PLAY_FALL1",
"S_PLAY_FALL2",
"S_PLAY_ABL1",
"S_PLAY_ABL2",
"S_PLAY_SPC1",
"S_PLAY_SPC2",
"S_PLAY_SPC3",
"S_PLAY_SPC4",
"S_PLAY_CLIMB1",
"S_PLAY_CLIMB2",
"S_PLAY_CLIMB3",
"S_PLAY_CLIMB4",
"S_PLAY_CLIMB5",
"S_PLAY_GASP",
"S_PLAY_PAIN",
"S_PLAY_DIE",
"S_PLAY_TEETER1",
"S_PLAY_TEETER2",
"S_PLAY_CARRY",
"S_PLAY_SUPERSTAND",
"S_PLAY_SUPERWALK1",
"S_PLAY_SUPERWALK2",
"S_PLAY_SUPERFLY1",
"S_PLAY_SUPERFLY2",
"S_PLAY_SUPERTEETER",
"S_PLAY_SUPERHIT",
"S_PLAY_SUPERTRANS1",
"S_PLAY_SUPERTRANS2",
"S_PLAY_SUPERTRANS3",
"S_PLAY_SUPERTRANS4",
"S_PLAY_SUPERTRANS5",
"S_PLAY_SUPERTRANS6",
"S_PLAY_SUPERTRANS7",
"S_PLAY_SUPERTRANS8",
"S_PLAY_SUPERTRANS9", // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
*/
// technically the player goes here but it's an infinite tic state
"S_OBJPLACE_DUMMY",

View file

@ -7716,7 +7716,7 @@ void G_AddGhost(char *defdemoname)
}
gh->mo->z = z;
}
gh->mo->state = states+S_KART_STND1; // SRB2kart - was S_PLAY_STND
gh->mo->state = states+S_KART_STILL1; // SRB2kart - was S_PLAY_STND
gh->mo->sprite = gh->mo->state->sprite;
gh->mo->frame = (gh->mo->state->frame & FF_FRAMEMASK) | tr_trans20<<FF_TRANSSHIFT;
gh->mo->tics = -1;

View file

@ -98,88 +98,43 @@ state_t states[NUMSTATES] =
{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
// Player // SRB2kart
{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_STND2}, // S_KART_STND1 A
{SPR_PLAY, 1, 1, {NULL}, 0, 0, S_KART_STND1}, // S_KART_STND2 B
{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_STND2_L}, // S_KART_STND1_L C
{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STND1_L}, // S_KART_STND2_L D
{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STND2_R}, // S_KART_STND1_R E
{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STND1_R}, // S_KART_STND2_R F
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 J
{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 G
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L K
{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L H
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R L
{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R I
{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 A
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 J
{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L C
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L K
{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R E
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R L
{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L M
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L N
{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R O
{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R P
{SPR_PLAY, 16, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN Q
{SPR_PLAY, 16, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN Q
{SPR_PLAY, 17, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH R
/*
{SPR_PLAY, 0, 105, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_STND
{SPR_PLAY, 1, 16, {NULL}, 0, 0, S_PLAY_TAP2}, // S_PLAY_TAP1
{SPR_PLAY, 2, 16, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_TAP2
{SPR_PLAY, 3, 4, {NULL}, 0, 0, S_PLAY_RUN2}, // S_PLAY_RUN1
{SPR_PLAY, 4, 4, {NULL}, 0, 0, S_PLAY_RUN3}, // S_PLAY_RUN2
{SPR_PLAY, 5, 4, {NULL}, 0, 0, S_PLAY_RUN4}, // S_PLAY_RUN3
{SPR_PLAY, 6, 4, {NULL}, 0, 0, S_PLAY_RUN5}, // S_PLAY_RUN4
{SPR_PLAY, 7, 4, {NULL}, 0, 0, S_PLAY_RUN6}, // S_PLAY_RUN5
{SPR_PLAY, 8, 4, {NULL}, 0, 0, S_PLAY_RUN7}, // S_PLAY_RUN6
{SPR_PLAY, 9, 4, {NULL}, 0, 0, S_PLAY_RUN8}, // S_PLAY_RUN7
{SPR_PLAY, 10, 4, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_RUN8
{SPR_PLAY, 16, 2, {NULL}, 0, 0, S_PLAY_SPD2}, // S_PLAY_SPD1
{SPR_PLAY, 17, 2, {NULL}, 0, 0, S_PLAY_SPD3}, // S_PLAY_SPD2
{SPR_PLAY, 18, 2, {NULL}, 0, 0, S_PLAY_SPD4}, // S_PLAY_SPD3
{SPR_PLAY, 19, 2, {NULL}, 0, 0, S_PLAY_SPD1}, // S_PLAY_SPD4
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_PLAY_ATK2}, // S_PLAY_ATK1
{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_PLAY_ATK3}, // S_PLAY_ATK2
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_PLAY_ATK4}, // S_PLAY_ATK3
{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_PLAY_ATK1}, // S_PLAY_ATK4
{SPR_PLAY, 15, -1, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_SPRING
{SPR_PLAY, 31, 2, {NULL}, 0, 0, S_PLAY_FALL2}, // S_PLAY_FALL1
{SPR_PLAY, 32, 2, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_FALL2
{SPR_PLAY, 20, 2, {NULL}, 0, 0, S_PLAY_ABL2}, // S_PLAY_ABL1
{SPR_PLAY, 21, 2, {NULL}, 0, 0, S_PLAY_ABL1}, // S_PLAY_ABL2
{SPR_PLAY, 22, 6, {NULL}, 0, 0, S_PLAY_SPC2}, // S_PLAY_SPC1
{SPR_PLAY, 23, 6, {NULL}, 0, 0, S_PLAY_SPC3}, // S_PLAY_SPC2
{SPR_PLAY, 24, 6, {NULL}, 0, 0, S_PLAY_SPC4}, // S_PLAY_SPC3
{SPR_PLAY, 25, 6, {NULL}, 0, 0, S_PLAY_SPC1}, // S_PLAY_SPC4
{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_CLIMB1
{SPR_PLAY, 23, 5, {NULL}, 0, 0, S_PLAY_CLIMB3}, // S_PLAY_CLIMB2
{SPR_PLAY, 24, 5, {NULL}, 0, 0, S_PLAY_CLIMB4}, // S_PLAY_CLIMB3
{SPR_PLAY, 25, 5, {NULL}, 0, 0, S_PLAY_CLIMB5}, // S_PLAY_CLIMB4
{SPR_PLAY, 24, 5, {NULL}, 0, 0, S_PLAY_CLIMB2}, // S_PLAY_CLIMB5
{SPR_PLAY, 26, 14, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_GASP
{SPR_PLAY, 27, 350, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_PAIN
{SPR_PLAY, 28, -1, {A_Fall}, 0, 0, S_NULL}, // S_PLAY_DIE
{SPR_PLAY, 29, 12, {NULL}, 0, 0, S_PLAY_TEETER2}, // S_PLAY_TEETER1
{SPR_PLAY, 30, 12, {NULL}, 0, 0, S_PLAY_TEETER1}, // S_PLAY_TEETER2
{SPR_PLAY, 33, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_CARRY
{SPR_PLAY, 20, -1, {NULL}, 0, 0, S_PLAY_SUPERSTAND}, // S_PLAY_SUPERSTAND
{SPR_PLAY, 20, 7, {NULL}, 0, 0, S_PLAY_SUPERWALK2}, // S_PLAY_SUPERWALK1
{SPR_PLAY, 21, 7, {NULL}, 0, 0, S_PLAY_SUPERWALK1}, // S_PLAY_SUPERWALK2
{SPR_PLAY, 22, 7, {NULL}, 0, 0, S_PLAY_SUPERFLY2}, // S_PLAY_SUPERFLY1
{SPR_PLAY, 23, 7, {NULL}, 0, 0, S_PLAY_SUPERFLY1}, // S_PLAY_SUPERFLY2
{SPR_PLAY, 24, 12, {NULL}, 0, 0, S_PLAY_SUPERTEETER}, // S_PLAY_SUPERTEETER
{SPR_PLAY, 25, -1, {NULL}, 0, 0, S_PLAY_SUPERSTAND}, // S_PLAY_SUPERHIT
{SPR_PLAY, 36, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS2}, // S_PLAY_SUPERTRANS1
{SPR_PLAY, 37, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS3}, // S_PLAY_SUPERTRANS2
{SPR_PLAY, 32806, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS4}, // S_PLAY_SUPERTRANS3
{SPR_PLAY, 39, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS5}, // S_PLAY_SUPERTRANS4
{SPR_PLAY, 40, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS6}, // S_PLAY_SUPERTRANS5
{SPR_PLAY, 41, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS7}, // S_PLAY_SUPERTRANS6
{SPR_PLAY, 42, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS8}, // S_PLAY_SUPERTRANS7
{SPR_PLAY, 43, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS9}, // S_PLAY_SUPERTRANS8
{SPR_PLAY, 44, 16, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_SUPERTRANS9
*/
{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_STILL2}, // S_KART_STILL1 A
{SPR_PLAY, 1, 1, {NULL}, 0, 0, S_KART_STILL1}, // S_KART_STILL2 B
{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_STILL2_L}, // S_KART_STILL1_L C
{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STILL1_L}, // S_KART_STILL2_L D
{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STILL2_R}, // S_KART_STILL1_R E
{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STILL1_R}, // S_KART_STILL2_R F
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_SLOW2}, // S_KART_SLOW1 J
{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_SLOW1}, // S_KART_SLOW2 G
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_SLOW2_L}, // S_KART_SLOW1_L K
{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_SLOW1_L}, // S_KART_SLOW2_L H
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_SLOW2_R}, // S_KART_SLOW1_R L
{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_SLOW1_R}, // S_KART_SLOW2_R I
{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_FAST2}, // S_KART_FAST1 A
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_FAST1}, // S_KART_FAST2 J
{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_FAST2_L}, // S_KART_FAST1_L C
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_FAST1_L}, // S_KART_FAST2_L K
{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_FAST2_R}, // S_KART_FAST1_R E
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_FAST1_R}, // S_KART_FAST2_R L
{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L M
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L N
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT2_L_OUT}, // S_KART_DRIFT1_L_OUT N
{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_DRIFT1_L_OUT}, // S_KART_DRIFT2_L_OUT O
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT2_L_IN}, // S_KART_DRIFT1_L_IN N
{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_DRIFT3_L_IN}, // S_KART_DRIFT2_L_IN P
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_DRIFT4_L_IN}, // S_KART_DRIFT3_L_IN N
{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_DRIFT1_L_IN}, // S_KART_DRIFT4_L_IN Q
{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R R
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R S
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_R_OUT}, // S_KART_DRIFT1_R_OUT S
{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_R_OUT}, // S_KART_DRIFT2_R_OUT T
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_R_IN}, // S_KART_DRIFT1_R_IN S
{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT3_R_IN}, // S_KART_DRIFT2_R_IN U
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT4_R_IN}, // S_KART_DRIFT3_R_IN S
{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R_IN}, // S_KART_DRIFT4_R_IN V
{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN W
{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STILL1}, // S_KART_PAIN W
{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STILL1}, // S_KART_SQUISH X
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY
@ -192,7 +147,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
// Level end sign (uses player sprite)
{SPR_PLAY, 18|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
{SPR_PLAY, 24|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
// Blue Crawla
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
@ -3632,9 +3587,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_PLAYER
-1, // doomednum
S_KART_STND1, // spawnstate
S_KART_STILL1, // spawnstate
1, // spawnhealth
S_KART_WALK1, // seestate
S_KART_FAST1, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_thok, // attacksound

View file

@ -826,88 +826,52 @@ typedef enum state
S_THOK,
// SRB2kart Frames
S_KART_STND1,
S_KART_STND2,
S_KART_STND1_L,
S_KART_STND2_L,
S_KART_STND1_R,
S_KART_STND2_R,
S_KART_WALK1,
S_KART_WALK2,
S_KART_WALK1_L,
S_KART_WALK2_L,
S_KART_WALK1_R,
S_KART_WALK2_R,
S_KART_RUN1,
S_KART_RUN2,
S_KART_RUN1_L,
S_KART_RUN2_L,
S_KART_RUN1_R,
S_KART_RUN2_R,
S_KART_STILL1,
S_KART_STILL2,
S_KART_STILL1_L,
S_KART_STILL2_L,
S_KART_STILL1_R,
S_KART_STILL2_R,
S_KART_SLOW1,
S_KART_SLOW2,
S_KART_SLOW1_L,
S_KART_SLOW2_L,
S_KART_SLOW1_R,
S_KART_SLOW2_R,
S_KART_FAST1,
S_KART_FAST2,
S_KART_FAST1_L,
S_KART_FAST2_L,
S_KART_FAST1_R,
S_KART_FAST2_R,
S_KART_DRIFT1_L,
S_KART_DRIFT2_L,
S_KART_DRIFT1_L_OUT,
S_KART_DRIFT2_L_OUT,
S_KART_DRIFT1_L_IN,
S_KART_DRIFT2_L_IN,
S_KART_DRIFT3_L_IN,
S_KART_DRIFT4_L_IN,
S_KART_DRIFT1_R,
S_KART_DRIFT2_R,
S_KART_DRIFT1_R_OUT,
S_KART_DRIFT2_R_OUT,
S_KART_DRIFT1_R_IN,
S_KART_DRIFT2_R_IN,
S_KART_DRIFT3_R_IN,
S_KART_DRIFT4_R_IN,
S_KART_SPIN,
S_KART_PAIN,
S_KART_SQUISH,
/*
S_PLAY_STND,
S_PLAY_TAP1,
S_PLAY_TAP2,
S_PLAY_RUN1,
S_PLAY_RUN2,
S_PLAY_RUN3,
S_PLAY_RUN4,
S_PLAY_RUN5,
S_PLAY_RUN6,
S_PLAY_RUN7,
S_PLAY_RUN8,
S_PLAY_SPD1,
S_PLAY_SPD2,
S_PLAY_SPD3,
S_PLAY_SPD4,
S_PLAY_ATK1,
S_PLAY_ATK2,
S_PLAY_ATK3,
S_PLAY_ATK4,
S_PLAY_SPRING,
S_PLAY_FALL1,
S_PLAY_FALL2,
S_PLAY_ABL1,
S_PLAY_ABL2,
S_PLAY_SPC1,
S_PLAY_SPC2,
S_PLAY_SPC3,
S_PLAY_SPC4,
S_PLAY_CLIMB1,
S_PLAY_CLIMB2,
S_PLAY_CLIMB3,
S_PLAY_CLIMB4,
S_PLAY_CLIMB5,
S_PLAY_GASP,
S_PLAY_PAIN,
S_PLAY_DIE,
S_PLAY_TEETER1,
S_PLAY_TEETER2,
S_PLAY_CARRY,
S_PLAY_SUPERSTAND,
S_PLAY_SUPERWALK1,
S_PLAY_SUPERWALK2,
S_PLAY_SUPERFLY1,
S_PLAY_SUPERFLY2,
S_PLAY_SUPERTEETER,
S_PLAY_SUPERHIT,
S_PLAY_SUPERTRANS1,
S_PLAY_SUPERTRANS2,
S_PLAY_SUPERTRANS3,
S_PLAY_SUPERTRANS4,
S_PLAY_SUPERTRANS5,
S_PLAY_SUPERTRANS6,
S_PLAY_SUPERTRANS7,
S_PLAY_SUPERTRANS8,
S_PLAY_SUPERTRANS9, // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
*/
// technically the player goes here but it's an infinite tic state
S_OBJPLACE_DUMMY,

View file

@ -2403,49 +2403,183 @@ void K_RespawnChecker(player_t *player)
*/
void K_KartMoveAnimation(player_t *player)
{
const INT16 minturn = KART_FULLTURN/8;
SINT8 turndir = 0;
const fixed_t fastspeed = (K_GetKartSpeed(player, false) * 17) / 20; // 85%
const fixed_t speedthreshold = player->mo->scale / 8;
const boolean onground = P_IsObjectOnGround(player->mo);
ticcmd_t *cmd = &player->cmd;
// Standing frames - S_KART_STND1 S_KART_STND1_L S_KART_STND1_R
if (player->speed == 0)
const boolean spinningwheels = ((cmd->buttons & BT_ACCELERATE) || (onground && player->speed > 0));
if (cmd->driftturn < -minturn)
{
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_STND1_R] && player->mo->state <= &states[S_KART_STND2_R]))
P_SetPlayerMobjState(player->mo, S_KART_STND1_R);
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_STND1_L] && player->mo->state <= &states[S_KART_STND2_L]))
P_SetPlayerMobjState(player->mo, S_KART_STND1_L);
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_STND1] && player->mo->state <= &states[S_KART_STND2]))
P_SetPlayerMobjState(player->mo, S_KART_STND1);
turndir = -1;
}
// Drifting Left - S_KART_DRIFT1_L
else if (player->kartstuff[k_drift] > 0 && P_IsObjectOnGround(player->mo))
else if (cmd->driftturn > minturn)
{
if (!(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
turndir = 1;
}
// Drifting Right - S_KART_DRIFT1_R
else if (player->kartstuff[k_drift] < 0 && P_IsObjectOnGround(player->mo))
if (!onground)
{
if (!(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
// Only use certain frames in the air, to make it look like your tires are spinning fruitlessly!
if (player->kartstuff[k_drift] > 0)
{
if (!spinningwheels || !(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
{
// Neutral drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
}
}
else if (player->kartstuff[k_drift] > 0)
{
if (!spinningwheels || !(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
{
// Neutral drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
}
}
else
{
if ((turndir == -1)
&& (!spinningwheels || !(player->mo->state >= &states[S_KART_FAST1_R] && player->mo->state <= &states[S_KART_FAST2_R])))
{
P_SetPlayerMobjState(player->mo, S_KART_FAST2_R);
}
else if ((turndir == 1)
&& (!spinningwheels || !(player->mo->state >= &states[S_KART_FAST1_L] && player->mo->state <= &states[S_KART_FAST2_L])))
{
P_SetPlayerMobjState(player->mo, S_KART_FAST2_L);
}
else if ((turndir == 0)
&& (!spinningwheels || !(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2])))
{
P_SetPlayerMobjState(player->mo, S_KART_FAST2);
}
}
}
// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
else if (player->speed > (20*player->mo->scale))
else
{
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_RUN1_L] && player->mo->state <= &states[S_KART_RUN2_L]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_L);
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
}
// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
else if (player->speed <= (20*player->mo->scale))
{
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_WALK1_L] && player->mo->state <= &states[S_KART_WALK2_L]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_L);
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_WALK1] && player->mo->state <= &states[S_KART_WALK2]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1);
if (player->kartstuff[k_drift] > 0)
{
// Drifting LEFT!
if ((turndir == -1)
&& !(player->mo->state >= &states[S_KART_DRIFT1_L_OUT] && player->mo->state <= &states[S_KART_DRIFT2_L_OUT]))
{
// Right -- outwards drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L_OUT);
}
else if ((turndir == 1)
&& !(player->mo->state >= &states[S_KART_DRIFT1_L_IN] && player->mo->state <= &states[S_KART_DRIFT4_L_IN]))
{
// Left -- inwards drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L_IN);
}
else if ((turndir == 0)
&& !(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
{
// Neutral drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
}
}
else if (player->kartstuff[k_drift] < 0)
{
// Drifting RIGHT!
if ((turndir == -1)
&& !(player->mo->state >= &states[S_KART_DRIFT1_R_IN] && player->mo->state <= &states[S_KART_DRIFT4_R_IN]))
{
// Right -- inwards drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R_IN);
}
else if ((turndir == 1)
&& !(player->mo->state >= &states[S_KART_DRIFT1_R_OUT] && player->mo->state <= &states[S_KART_DRIFT2_R_OUT]))
{
// Left -- outwards drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R_OUT);
}
else if ((turndir == 0)
&& !(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
{
// Neutral drift
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
}
}
else
{
if (player->speed >= fastspeed && player->speed >= (player->lastspeed - speedthreshold))
{
// Going REAL fast!
if ((turndir == -1)
&& !(player->mo->state >= &states[S_KART_FAST1_R] && player->mo->state <= &states[S_KART_FAST2_R]))
{
P_SetPlayerMobjState(player->mo, S_KART_FAST1_R);
}
else if ((turndir == 1)
&& !(player->mo->state >= &states[S_KART_FAST1_L] && player->mo->state <= &states[S_KART_FAST2_L]))
{
P_SetPlayerMobjState(player->mo, S_KART_FAST1_L);
}
else if ((turndir == 0)
&& !(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2]))
{
P_SetPlayerMobjState(player->mo, S_KART_FAST1);
}
}
else
{
if (spinningwheels)
{
// Drivin' slow.
if ((turndir == -1)
&& !(player->mo->state >= &states[S_KART_SLOW1_R] && player->mo->state <= &states[S_KART_SLOW2_R]))
{
P_SetPlayerMobjState(player->mo, S_KART_SLOW1_R);
}
else if ((turndir == 1)
&& !(player->mo->state >= &states[S_KART_SLOW1_L] && player->mo->state <= &states[S_KART_SLOW2_L]))
{
P_SetPlayerMobjState(player->mo, S_KART_SLOW1_L);
}
else if ((turndir == 0)
&& !(player->mo->state >= &states[S_KART_SLOW1] && player->mo->state <= &states[S_KART_SLOW2]))
{
P_SetPlayerMobjState(player->mo, S_KART_SLOW1);
}
}
else
{
// Completely still.
if ((turndir == -1)
&& !(player->mo->state >= &states[S_KART_STILL1_R] && player->mo->state <= &states[S_KART_STILL2_R]))
{
P_SetPlayerMobjState(player->mo, S_KART_STILL1_R);
}
else if ((turndir == 1)
&& !(player->mo->state >= &states[S_KART_STILL1_L] && player->mo->state <= &states[S_KART_STILL2_L]))
{
P_SetPlayerMobjState(player->mo, S_KART_STILL1_L);
}
else if ((turndir == 0)
&& !(player->mo->state >= &states[S_KART_STILL1] && player->mo->state <= &states[S_KART_STILL2]))
{
P_SetPlayerMobjState(player->mo, S_KART_STILL1);
}
}
}
}
}
// Update lastspeed value -- we use to display slow driving frames instead of fast driving when slowing down.
player->lastspeed = player->speed;
}
static void K_TauntVoiceTimers(player_t *player)

View file

@ -1308,7 +1308,7 @@ void Command_ObjectPlace_f(void)
op_oldmomy = players[0].mo->momy;
op_oldmomz = players[0].mo->momz;
op_oldheight = players[0].mo->height;
op_oldstate = S_KART_STND1; // SRB2kart - was S_PLAY_STND
op_oldstate = S_KART_STILL1; // SRB2kart - was S_PLAY_STND
op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
// Remove ALL flags and motion.

View file

@ -1176,7 +1176,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_ResetPlayer(player);
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
}
}
return;
@ -1482,7 +1482,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->pflags & PF_GLIDING)
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
}
// Play a bounce sound?
@ -1549,7 +1549,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->pflags & PF_GLIDING)
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_FALL1
}
// Play a bounce sound?
@ -1605,7 +1605,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
player->pflags |= PF_MACESPIN;
S_StartSound(toucher, sfx_spin);
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_ATK1
P_SetPlayerMobjState(toucher, S_KART_STILL1); // SRB2kart - was S_PLAY_ATK1
}
else
player->pflags |= PF_ITEMHANG;

View file

@ -211,11 +211,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
// Set animation state
// The pflags version of this was just as convoluted.
// Rewriten for SRB2kart ... though I don't know what this is.
if ((state >= S_KART_STND1 && state <= S_KART_STND2_R) || state == S_KART_SQUISH || state == S_KART_SPIN)
if ((state >= S_KART_STILL1 && state <= S_KART_STILL2_R) || state == S_KART_SQUISH || state == S_KART_SPIN)
player->panim = PA_IDLE;
else if (state >= S_KART_WALK1 && state <= S_KART_WALK2_R)
else if (state >= S_KART_SLOW1 && state <= S_KART_SLOW2_R)
player->panim = PA_WALK;
else if (state >= S_KART_RUN1 && state <= S_KART_DRIFT2_R)
else if (state >= S_KART_FAST1 && state <= S_KART_DRIFT2_R)
player->panim = PA_RUN;
//else if (state >= S_PLAY_ATK1 && state <= S_PLAY_ATK4)
// player->panim = PA_ROLL;
@ -1468,7 +1468,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
{
// if in a walking frame, stop moving
if (player->panim == PA_WALK && player->kartstuff[k_spinouttimer] == 0)
P_SetPlayerMobjState(mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
mo->momx = player->cmomx;
mo->momy = player->cmomy;
}
@ -2762,7 +2762,7 @@ static void P_PlayerZMovement(mobj_t *mo)
// Get up if you fell.
if ((mo->state == &states[mo->info->painstate] || mo->state == &states[S_KART_SPIN])
&& mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->kartstuff[k_squishedtimer] == 0) // SRB2kart
P_SetPlayerMobjState(mo, S_KART_STND1);
P_SetPlayerMobjState(mo, S_KART_STILL1);
#ifdef ESLOPE
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {
@ -3875,7 +3875,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
P_SetPlayerMobjState(mobj, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
}
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
@ -11950,7 +11950,7 @@ void P_AfterPlayerSpawn(INT32 playernum)
else
p->viewz = p->mo->z + p->viewheight;
P_SetPlayerMobjState(p->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(p->mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
p->pflags &= ~PF_SPINNING;
if (playernum == consoleplayer)

View file

@ -2884,7 +2884,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
mo->player->rmomx = mo->player->rmomy = 1;
mo->player->cmomx = mo->player->cmomy = 0;
P_ResetPlayer(mo->player);
P_SetPlayerMobjState(mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
// Reset bot too.
if (bot) {
@ -2895,7 +2895,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
bot->player->rmomx = bot->player->rmomy = 1;
bot->player->cmomx = bot->player->cmomy = 0;
P_ResetPlayer(bot->player);
P_SetPlayerMobjState(bot, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(bot, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
}
}
break;
@ -4355,8 +4355,8 @@ DoneSection2:
player->pflags &= ~PF_GLIDING;
player->climbing = 0;
if (!(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
if (!(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2]))
P_SetPlayerMobjState(player->mo, S_KART_FAST1);
//if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4])) // SRB2kart
//{
@ -4430,8 +4430,8 @@ DoneSection2:
player->pflags &= ~PF_SPINNING; // SRB2kart 200117
player->pflags &= ~PF_JUMPED;
if (!(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
if (!(player->mo->state >= &states[S_KART_FAST1] && player->mo->state <= &states[S_KART_FAST2]))
P_SetPlayerMobjState(player->mo, S_KART_FAST1);
//if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4])) // SRB2kart
//{

View file

@ -100,7 +100,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
thing->player->starpostnum = starpostnum;
P_ResetPlayer(thing->player);
P_SetPlayerMobjState(thing, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(thing, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
P_FlashPal(thing->player, PAL_MIXUP, 10);
}
@ -185,7 +185,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
thing->player->rmomx = thing->player->rmomy = 0;
thing->player->speed = 0;
P_ResetPlayer(thing->player);
P_SetPlayerMobjState(thing, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(thing, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
}
if (flash)

View file

@ -2935,7 +2935,7 @@ static void P_DoClimbing(player_t *player) // SRB2kart - unused
if (player->climbing && P_IsObjectOnGround(player->mo))
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart
P_SetPlayerMobjState(player->mo, S_KART_STILL1); // SRB2kart
}
}
@ -3641,7 +3641,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) // SRB2kart - unused.
{
player->skidtime = 0;
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_KART_STND1);
P_SetPlayerMobjState(player->mo, S_KART_STILL1);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
}
@ -3837,14 +3837,14 @@ static void P_2dMovement(player_t *player)
else if (player->exiting)
{
player->pflags &= ~PF_GLIDING;
P_SetPlayerMobjState(player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
P_SetPlayerMobjState(player->mo, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
player->skidtime = 0;
}
}
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(player->mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
}
}
@ -5831,18 +5831,18 @@ static void P_MovePlayer(player_t *player)
// If the player is moving fast enough,
// break into a run!
if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_KART_RUN1); // SRB2kart - was S_PLAY_SPD1
P_SetPlayerMobjState (player->mo, S_KART_FAST1); // SRB2kart - was S_PLAY_SPD1
// Otherwise, just walk.
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
P_SetPlayerMobjState (player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
P_SetPlayerMobjState (player->mo, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
}
*/
// If your running animation is playing, and you're
// going too slow, switch back to the walking frames.
//if (player->panim == PA_RUN && player->speed < runspd && player->kartstuff[k_spinouttimer] == 0)
//P_SetPlayerMobjState(player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
//P_SetPlayerMobjState(player->mo, S_KART_SLOW1); // SRB2kart - was S_PLAY_RUN1
// If Springing, but travelling DOWNWARD, change back!
//if (player->mo->state == &states[S_PLAY_SPRING] && P_MobjFlip(player->mo)*player->mo->momz < 0)
@ -5890,17 +5890,23 @@ static void P_MovePlayer(player_t *player)
K_KartMoveAnimation(player);
if (player->kartstuff[k_pogospring])
{
player->frameangle += ANGLE_22h;
}
else
{
player->frameangle = player->mo->angle;
if (player->kartstuff[k_drift] != 0)
{
INT32 a = (ANGLE_45 / 5) * player->kartstuff[k_drift];
player->frameangle += a;
}
}
}
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
// If you are stopped and are still walking, stand still!
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
//{ SRB2kart
// Drifting sound
@ -5930,7 +5936,7 @@ static void P_MovePlayer(player_t *player)
player->jumping = 0;
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(player->mo, S_KART_STILL1); // SRB2kart - was S_PLAY_STND
}
if (/*!(player->charability == CA_GLIDEANDCLIMB) ||*/ player->gotflag) // If you can't glide, then why the heck would you be gliding?
@ -8745,7 +8751,7 @@ void P_PlayerThink(player_t *player)
if (player->powers[pw_ingoop])
{
if (player->mo->state == &states[S_KART_STND1]) // SRB2kart - was S_PLAY_STND
if (player->mo->state == &states[S_KART_STILL1]) // SRB2kart - was S_PLAY_STND
player->mo->tics = 2;
player->powers[pw_ingoop]--;