* 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.
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b2612b08c9
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1e4395036d
17
src/p_user.c
17
src/p_user.c
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@ -1582,8 +1582,6 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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if (mobj->player && mobj->player->followmobj)
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if (mobj->player && mobj->player->followmobj)
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{
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{
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// can't do right now - followmobjs update at the end of the frame, so the ghost would be in the wrong position...
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//mobj->player->followmobj->flags2 |= MF2_BOSSNOTRAP;
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mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
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mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
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P_SetTarget(&ghost2->tracer, ghost);
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P_SetTarget(&ghost2->tracer, ghost);
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P_SetTarget(&ghost->tracer, ghost2);
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P_SetTarget(&ghost->tracer, ghost2);
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@ -9738,7 +9736,8 @@ void P_PlayerThink(player_t *player)
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ticmiss++;
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ticmiss++;
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P_DoRopeHang(player);
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P_DoRopeHang(player);
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P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
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if (player->mo->state-states != S_PLAY_RIDE)
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P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
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P_DoJumpStuff(player, &player->cmd);
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P_DoJumpStuff(player, &player->cmd);
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}
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}
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else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
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else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
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@ -10370,7 +10369,10 @@ void P_PlayerAfterThink(player_t *player)
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player->powers[pw_carry] = CR_NONE;
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player->powers[pw_carry] = CR_NONE;
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if (player->powers[pw_carry] != CR_NONE)
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if (player->powers[pw_carry] != CR_NONE)
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P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
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{
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if (player->mo->state-states != S_PLAY_RIDE)
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P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
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}
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else
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else
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P_SetTarget(&player->mo->tracer, NULL);
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P_SetTarget(&player->mo->tracer, NULL);
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@ -10389,7 +10391,8 @@ void P_PlayerAfterThink(player_t *player)
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player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
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player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
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player->mo->momx = player->mo->momy = player->mo->momz = 0;
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player->mo->momx = player->mo->momy = player->mo->momz = 0;
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P_SetThingPosition(player->mo);
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P_SetThingPosition(player->mo);
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P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
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if (player->mo->state-states != S_PLAY_RIDE)
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P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
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// Controllable missile
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// Controllable missile
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if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE)
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if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE)
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@ -10606,7 +10609,9 @@ void P_PlayerAfterThink(player_t *player)
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chosenstate = S_TAILSOVERLAY_RUN;
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chosenstate = S_TAILSOVERLAY_RUN;
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else if (player->panim == PA_WALK)
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else if (player->panim == PA_WALK)
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{
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{
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if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
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if (!smilesonground)
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chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
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else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
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chosenstate = S_TAILSOVERLAY_0DEGREES;
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chosenstate = S_TAILSOVERLAY_0DEGREES;
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else
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else
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chosenstate = S_TAILSOVERLAY_MINUS30DEGREES;
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chosenstate = S_TAILSOVERLAY_MINUS30DEGREES;
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