Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
This commit is contained in:
MonsterIestyn 2015-02-11 22:35:04 +00:00 committed by Alam Ed Arias
parent 34c396825f
commit 4aa0b7a2a8

View file

@ -108,7 +108,6 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
fixed_t offx, offy;
fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage;
fixed_t origvertispeed = vertispeed; // for vertical flipping
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
return;
@ -192,9 +191,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
P_ResetPlayer(object->player);
if (origvertispeed > 0)
if (P_MobjFlip(object)*vertispeed > 0)
P_SetPlayerMobjState(object, S_PLAY_SPRING);
else if (origvertispeed < 0)
else if (P_MobjFlip(object)*vertispeed < 0)
P_SetPlayerMobjState(object, S_PLAY_FALL1);
else // horizontal spring
{