Replace PF_USEDOWN with PF_SPINDOWN

This commit is contained in:
GoldenTails 2020-06-06 06:16:28 -05:00
parent 999d8018ca
commit 1f1589384a
4 changed files with 21 additions and 21 deletions

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@ -115,7 +115,7 @@ typedef enum
// True if button down last tic. // True if button down last tic.
PF_ATTACKDOWN = 1<<7, PF_ATTACKDOWN = 1<<7,
PF_USEDOWN = 1<<8, PF_SPINDOWN = 1<<8,
PF_JUMPDOWN = 1<<9, PF_JUMPDOWN = 1<<9,
PF_WPNDOWN = 1<<10, PF_WPNDOWN = 1<<10,

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@ -9049,7 +9049,7 @@ static const char *const PLAYERFLAG_LIST[] = {
// True if button down last tic. // True if button down last tic.
"ATTACKDOWN", "ATTACKDOWN",
"USEDOWN", "SPINDOWN",
"JUMPDOWN", "JUMPDOWN",
"WPNDOWN", "WPNDOWN",

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@ -2570,7 +2570,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
p->spheres = spheres; p->spheres = spheres;
// Don't do anything immediately // Don't do anything immediately
p->pflags |= PF_USEDOWN; p->pflags |= PF_SPINDOWN;
p->pflags |= PF_ATTACKDOWN; p->pflags |= PF_ATTACKDOWN;
p->pflags |= PF_JUMPDOWN; p->pflags |= PF_JUMPDOWN;

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@ -665,7 +665,7 @@ static void P_DeNightserizePlayer(player_t *player)
player->powers[pw_carry] = CR_NIGHTSFALL; player->powers[pw_carry] = CR_NIGHTSFALL;
player->powers[pw_underwater] = 0; player->powers[pw_underwater] = 0;
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST); player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
player->secondjump = 0; player->secondjump = 0;
player->homing = 0; player->homing = 0;
player->climbing = 0; player->climbing = 0;
@ -795,7 +795,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
} }
} }
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING); player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
player->homing = 0; player->homing = 0;
player->mo->fuse = 0; player->mo->fuse = 0;
player->speed = 0; player->speed = 0;
@ -4592,12 +4592,12 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
case CA2_SPINDASH: // Spinning and Spindashing case CA2_SPINDASH: // Spinning and Spindashing
// Start revving // Start revving
if ((cmd->buttons & BT_SPIN) && (player->speed < FixedMul(5<<FRACBITS, player->mo->scale) || player->mo->state - states == S_PLAY_GLIDE_LANDING) if ((cmd->buttons & BT_SPIN) && (player->speed < FixedMul(5<<FRACBITS, player->mo->scale) || player->mo->state - states == S_PLAY_GLIDE_LANDING)
&& !player->mo->momz && onground && !(player->pflags & (PF_USEDOWN|PF_SPINNING)) && !player->mo->momz && onground && !(player->pflags & (PF_SPINDOWN|PF_SPINNING))
&& canstand) && canstand)
{ {
player->mo->momx = player->cmomx; player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy; player->mo->momy = player->cmomy;
player->pflags |= (PF_USEDOWN|PF_STARTDASH|PF_SPINNING); player->pflags |= (PF_SPINDOWN|PF_STARTDASH|PF_SPINNING);
player->dashspeed = player->mindash; player->dashspeed = player->mindash;
P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH); P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH);
if (!player->spectator) if (!player->spectator)
@ -4639,16 +4639,16 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
// AKA Just go into a spin on the ground, you idiot. ;) // AKA Just go into a spin on the ground, you idiot. ;)
else if ((cmd->buttons & BT_SPIN || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20)) else if ((cmd->buttons & BT_SPIN || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale) && !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|| !canstand) && !(player->pflags & (PF_USEDOWN|PF_SPINNING))) || !canstand) && !(player->pflags & (PF_SPINDOWN|PF_SPINNING)))
{ {
player->pflags |= (PF_USEDOWN|PF_SPINNING); player->pflags |= (PF_SPINDOWN|PF_SPINNING);
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
if (!player->spectator) if (!player->spectator)
S_StartSound(player->mo, sfx_spin); S_StartSound(player->mo, sfx_spin);
} }
else else
// Catapult the player from a spindash rev! // Catapult the player from a spindash rev!
if (onground && !(player->pflags & PF_USEDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING)) if (onground && !(player->pflags & PF_SPINDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))
{ {
player->pflags &= ~PF_STARTDASH; player->pflags &= ~PF_STARTDASH;
if (player->powers[pw_carry] == CR_BRAKGOOP) if (player->powers[pw_carry] == CR_BRAKGOOP)
@ -4690,7 +4690,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
P_SetTarget(&visual->target, lockon); P_SetTarget(&visual->target, lockon);
} }
} }
if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_USEDOWN)) if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_SPINDOWN))
{ {
mobj_t *bullet; mobj_t *bullet;
@ -4719,7 +4719,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
player->mo->momx >>= 1; player->mo->momx >>= 1;
player->mo->momy >>= 1; player->mo->momy >>= 1;
player->pflags |= PF_USEDOWN; player->pflags |= PF_SPINDOWN;
P_SetWeaponDelay(player, TICRATE/2); P_SetWeaponDelay(player, TICRATE/2);
} }
} }
@ -4727,7 +4727,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
break; break;
case CA2_MELEE: // Melee attack case CA2_MELEE: // Melee attack
if (player->panim != PA_ABILITY2 && (cmd->buttons & BT_SPIN) if (player->panim != PA_ABILITY2 && (cmd->buttons & BT_SPIN)
&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !player->mo->momz && onground && !(player->pflags & PF_SPINDOWN)
&& canstand) && canstand)
{ {
P_ResetPlayer(player); P_ResetPlayer(player);
@ -4767,7 +4767,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE); P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
S_StartSound(player->mo, sfx_s3k42); S_StartSound(player->mo, sfx_s3k42);
} }
player->pflags |= PF_USEDOWN; player->pflags |= PF_SPINDOWN;
} }
break; break;
} }
@ -5040,7 +5040,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
; ;
else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
; ;
else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_USEDOWN) else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
&& ((!(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX)))) // thokked is optional if you're bubblewrapped && ((!(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX)))) // thokked is optional if you're bubblewrapped
{ {
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
@ -5142,7 +5142,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
} }
else if ((cmd->buttons & BT_SPIN)) else if ((cmd->buttons & BT_SPIN))
{ {
if (!(player->pflags & PF_USEDOWN) && P_SuperReady(player)) if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player))
{ {
// If you can turn super and aren't already, // If you can turn super and aren't already,
// and you don't have a shield, do it! // and you don't have a shield, do it!
@ -5172,7 +5172,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
} }
break; break;
case CA_TELEKINESIS: case CA_TELEKINESIS:
if (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || (player->charflags & SF_MULTIABILITY)) if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY))
{ {
P_Telekinesis(player, P_Telekinesis(player,
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player) -FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
@ -5180,7 +5180,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
} }
break; break;
case CA_TWINSPIN: case CA_TWINSPIN:
if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || player->charflags & SF_MULTIABILITY)) if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY))
P_DoTwinSpin(player); P_DoTwinSpin(player);
break; break;
default: default:
@ -8830,7 +8830,7 @@ static void P_DoRopeHang(player_t *player)
if (player->cmd.buttons & BT_SPIN && !(player->pflags & PF_STASIS)) // Drop off of the rope if (player->cmd.buttons & BT_SPIN && !(player->pflags & PF_STASIS)) // Drop off of the rope
{ {
player->pflags |= (P_GetJumpFlags(player)|PF_USEDOWN); player->pflags |= (P_GetJumpFlags(player)|PF_SPINDOWN);
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
P_SetTarget(&player->mo->tracer, NULL); P_SetTarget(&player->mo->tracer, NULL);
@ -12065,9 +12065,9 @@ void P_PlayerThink(player_t *player)
if (player->powers[pw_carry] != CR_NIGHTSMODE) if (player->powers[pw_carry] != CR_NIGHTSMODE)
{ {
if (cmd->buttons & BT_SPIN) if (cmd->buttons & BT_SPIN)
player->pflags |= PF_USEDOWN; player->pflags |= PF_SPINDOWN;
else else
player->pflags &= ~PF_USEDOWN; player->pflags &= ~PF_SPINDOWN;
} }
// IF PLAYER NOT HERE THEN FLASH END IF // IF PLAYER NOT HERE THEN FLASH END IF