* Make S_PLAY_RIDE tail animation not go exceedingly fast due to forced state setting.

* Make tail appear at different angle when falling whilst walking.
* Remove irrelevant comment.
This commit is contained in:
toasterbabe 2017-10-07 14:35:34 +01:00
parent b2612b08c9
commit 1e4395036d
1 changed files with 11 additions and 6 deletions

View File

@ -1582,8 +1582,6 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
if (mobj->player && mobj->player->followmobj)
{
// can't do right now - followmobjs update at the end of the frame, so the ghost would be in the wrong position...
//mobj->player->followmobj->flags2 |= MF2_BOSSNOTRAP;
mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
P_SetTarget(&ghost2->tracer, ghost);
P_SetTarget(&ghost->tracer, ghost2);
@ -9738,7 +9736,8 @@ void P_PlayerThink(player_t *player)
ticmiss++;
P_DoRopeHang(player);
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
if (player->mo->state-states != S_PLAY_RIDE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
P_DoJumpStuff(player, &player->cmd);
}
else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
@ -10370,7 +10369,10 @@ void P_PlayerAfterThink(player_t *player)
player->powers[pw_carry] = CR_NONE;
if (player->powers[pw_carry] != CR_NONE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
{
if (player->mo->state-states != S_PLAY_RIDE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
}
else
P_SetTarget(&player->mo->tracer, NULL);
@ -10389,7 +10391,8 @@ void P_PlayerAfterThink(player_t *player)
player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
player->mo->momx = player->mo->momy = player->mo->momz = 0;
P_SetThingPosition(player->mo);
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
if (player->mo->state-states != S_PLAY_RIDE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
// Controllable missile
if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE)
@ -10606,7 +10609,9 @@ void P_PlayerAfterThink(player_t *player)
chosenstate = S_TAILSOVERLAY_RUN;
else if (player->panim == PA_WALK)
{
if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
if (!smilesonground)
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
chosenstate = S_TAILSOVERLAY_0DEGREES;
else
chosenstate = S_TAILSOVERLAY_MINUS30DEGREES;