Merge branch 'landingbetter' into 'master'

Fix all our landing woes. (For now.)

See merge request STJr/SRB2Internal!289
This commit is contained in:
Monster Iestyn 2019-08-20 09:28:40 -04:00
commit 54dbd7b4c1
3 changed files with 10 additions and 8 deletions

View File

@ -2884,7 +2884,7 @@ static boolean P_ThingHeightClip(mobj_t *thing)
if (thing->z != oldz)
{
if (thing->player)
P_PlayerHitFloor(thing->player, false);
P_PlayerHitFloor(thing->player, !onfloor);
}
// debug: be sure it falls to the floor

View File

@ -716,9 +716,11 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
vector3_t mom; // Ditto.
if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
//thing->momz = -P_MobjFlip(thing);
if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
{
thing->standingslope = slope;
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
thing->momz = -P_MobjFlip(thing);
}
return;
}
@ -732,9 +734,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
thing->momx = mom.x;
thing->momy = mom.y;
//thing->momz = -P_MobjFlip(thing);
thing->standingslope = slope;
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
thing->momz = -P_MobjFlip(thing);
}
}

View File

@ -2198,7 +2198,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
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;
else
else if (!(player->pflags & PF_STARTDASH))
player->pflags &= ~PF_SPINNING;
}
@ -2217,7 +2217,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
@ -2268,7 +2268,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
}
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->pflags & PF_JUMPED || player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
if (player->cmomx || player->cmomy)
{