Decided the forcing of S_PLAY_FALL when PF_THOKKED was present wasn't that great.

This commit is contained in:
toasterbabe 2016-07-17 18:57:03 +01:00
parent 4bd56b82be
commit 4168fc02cb
2 changed files with 2 additions and 2 deletions

View File

@ -164,7 +164,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
#endif
// Catch falling for nojumpspin
if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0 || player->pflags & PF_THOKKED))
if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0))
return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
// Catch swimming versus flying

View File

@ -6532,7 +6532,7 @@ static void P_MovePlayer(player_t *player)
// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
&& (P_MobjFlip(player->mo)*player->mo->momz < 0 || player->pflags & PF_THOKKED)))
&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
// If doing an air animation but on the ground, change back!
else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)