Decided the forcing of S_PLAY_FALL when PF_THOKKED was present wasn't that great.
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@ -164,7 +164,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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#endif
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#endif
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// Catch falling for nojumpspin
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// Catch falling for nojumpspin
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if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0 || player->pflags & PF_THOKKED))
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if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0))
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return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
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return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
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// Catch swimming versus flying
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// Catch swimming versus flying
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@ -6532,7 +6532,7 @@ static void P_MovePlayer(player_t *player)
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// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
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// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
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if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
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if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
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|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
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|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
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&& (P_MobjFlip(player->mo)*player->mo->momz < 0 || player->pflags & PF_THOKKED)))
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&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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// If doing an air animation but on the ground, change back!
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// If doing an air animation but on the ground, change back!
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else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)
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else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)
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