I was reading the Sonic 3 Unlocked blog by NeoHazard when I came across a very interesting post.

https://s3unlocked.blogspot.com/2017/12/over-threshold.html

It turns out that in Sonic 3 & Knuckles, the threshold for crossing into the super animation is increased compared to normal gameplay. This makes a lot of sense - however, both Sonic Mania and the Taxman/Stealth mobile remakes missed this. I quickly tested and confirmed that SRB2 had the same issue, so here's the fix.
This commit is contained in:
toaster 2019-11-22 21:06:25 +00:00
parent 6545284eaf
commit 5611f8eff4
1 changed files with 19 additions and 2 deletions

View File

@ -2359,11 +2359,23 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
;
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
fixed_t runspd = FixedMul(player->runspeed, player->mo->scale);
// See comments in P_MovePlayer for explanation of changes.
if (player->powers[pw_super])
runspd = FixedMul(runspd, 5*FRACUNIT/3);
runspd = FixedMul(runspd, player->mo->movefactor);
if (maptol & TOL_2D)
runspd = FixedMul(runspd, 2*FRACUNIT/3);
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
else if (player->speed >= runspd
&& (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)
@ -2376,7 +2388,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
else if (player->speed >= runspd
&& (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)
@ -7924,6 +7936,11 @@ static void P_MovePlayer(player_t *player)
cmd = &player->cmd;
runspd = FixedMul(player->runspeed, player->mo->scale);
// This was done in Sonic 3 & Knuckles, but has been missed in Sonic Mania and the Taxman/Stealth mobile remakes. Thanks to NeoHazard for his 2017 blogpost on the matter, because this oversight otherwise almost made it all the way to 2.2's release.
//https://s3unlocked.blogspot.com/2017/12/over-threshold.html
if (player->powers[pw_super])
runspd = FixedMul(runspd, 5*FRACUNIT/3);
// Let's have some movement speed fun on low-friction surfaces, JUST for players... (high friction surfaces shouldn't have any adjustment, since the acceleration in this game is super high and that ends up cheesing high-friction surfaces.)
runspd = FixedMul(runspd, player->mo->movefactor);