Fix spindash being broken in quicksand

# Conflicts:
#	src/p_mobj.c
#	src/p_user.c
This commit is contained in:
toaster 2019-07-17 21:33:18 +01:00
parent c8cfc3110f
commit 438c4d1d51
3 changed files with 84 additions and 80 deletions

View File

@ -142,7 +142,7 @@ boolean P_IsObjectOnGround(mobj_t *mo);
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
boolean P_InSpaceSector(mobj_t *mo);
boolean P_InQuicksand(mobj_t *mo);
boolean P_PlayerHitFloor(player_t *player);
boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_RestoreMusic(player_t *player);

View File

@ -3047,7 +3047,7 @@ static void P_PlayerZMovement(mobj_t *mo)
}
}
clipmomz = P_PlayerHitFloor(mo->player);
clipmomz = P_PlayerHitFloor(mo->player, true);
if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE)
mo->player->pflags &= ~PF_STARTDASH;

View File

@ -2007,7 +2007,7 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
//
// Handles player hitting floor surface.
// Returns whether to clip momz.
boolean P_PlayerHitFloor(player_t *player)
boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
boolean clipmomz;
@ -2015,92 +2015,96 @@ boolean P_PlayerHitFloor(player_t *player)
if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
{
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
if (dorollstuff)
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
else
player->pflags &= ~PF_SPINNING;
}
else
if (player->pflags & PF_GLIDING) // ground gliding
{
player->pflags &= ~PF_SPINNING;
if (player->pflags & PF_GLIDING) // ground gliding
{
if (!player->skidtime)
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING))
player->mo->tics = -1;
}
else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING))
{
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
// hearticles
if (type)
{
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
// hearticles
if (type)
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound)
S_StartSound(missile, missile->info->seesound);
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound)
S_StartSound(missile, missile->info->seesound);
}
else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
}
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
{
if (player->cmomx || player->cmomy)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
@ -2537,7 +2541,7 @@ static void P_CheckQuicksand(player_t *player)
player->mo->z = ceilingheight - player->mo->height;
if (player->mo->momz <= 0)
P_PlayerHitFloor(player);
P_PlayerHitFloor(player, false);
}
else
{
@ -2549,7 +2553,7 @@ static void P_CheckQuicksand(player_t *player)
player->mo->z = floorheight;
if (player->mo->momz >= 0)
P_PlayerHitFloor(player);
P_PlayerHitFloor(player, false);
}
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;