Fix spindash being broken in quicksand
# Conflicts: # src/p_mobj.c # src/p_user.c
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@ -142,7 +142,7 @@ boolean P_IsObjectOnGround(mobj_t *mo);
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boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
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boolean P_InSpaceSector(mobj_t *mo);
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boolean P_InQuicksand(mobj_t *mo);
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boolean P_PlayerHitFloor(player_t *player);
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boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
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void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
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void P_RestoreMusic(player_t *player);
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@ -3047,7 +3047,7 @@ static void P_PlayerZMovement(mobj_t *mo)
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}
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}
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clipmomz = P_PlayerHitFloor(mo->player);
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clipmomz = P_PlayerHitFloor(mo->player, true);
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if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE)
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mo->player->pflags &= ~PF_STARTDASH;
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14
src/p_user.c
14
src/p_user.c
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@ -2007,13 +2007,15 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
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//
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// Handles player hitting floor surface.
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// Returns whether to clip momz.
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boolean P_PlayerHitFloor(player_t *player)
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boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
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{
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boolean clipmomz;
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I_Assert(player->mo != NULL);
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if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
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{
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if (dorollstuff)
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{
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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)))
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{
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@ -2022,11 +2024,12 @@ boolean P_PlayerHitFloor(player_t *player)
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S_StartSound(player->mo, sfx_spin);
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}
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else
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{
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player->pflags &= ~PF_SPINNING;
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}
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if (player->pflags & PF_GLIDING) // ground gliding
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{
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if (!player->skidtime)
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player->skidtime = TICRATE;
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player->mo->tics = -1;
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}
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@ -2072,6 +2075,8 @@ boolean P_PlayerHitFloor(player_t *player)
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S_StartSound(missile, missile->info->seesound);
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}
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}
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else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
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;
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else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
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|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
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{
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@ -2102,7 +2107,6 @@ boolean P_PlayerHitFloor(player_t *player)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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}
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}
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if (!(player->pflags & PF_GLIDING))
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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@ -2537,7 +2541,7 @@ static void P_CheckQuicksand(player_t *player)
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player->mo->z = ceilingheight - player->mo->height;
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if (player->mo->momz <= 0)
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P_PlayerHitFloor(player);
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P_PlayerHitFloor(player, false);
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}
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else
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{
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@ -2549,7 +2553,7 @@ static void P_CheckQuicksand(player_t *player)
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player->mo->z = floorheight;
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if (player->mo->momz >= 0)
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P_PlayerHitFloor(player);
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P_PlayerHitFloor(player, false);
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}
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friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
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