* Handles spindash, etc better.

* Handled better up against walls.
* Now always catches thok and thoklikes.
This commit is contained in:
toasterbabe 2017-02-06 20:19:17 +00:00
parent 371940205b
commit 61ec599830
2 changed files with 13 additions and 6 deletions

View File

@ -2189,6 +2189,8 @@ void P_XYMovement(mobj_t *mo)
#endif #endif
P_SlideMove(mo); P_SlideMove(mo);
if (player)
mo->flags |= MF_SLIDEME;
xmove = ymove = 0; xmove = ymove = 0;
#ifdef ESLOPE #ifdef ESLOPE

View File

@ -4108,6 +4108,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80); P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80);
else else
P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3); P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3);
player->drawangle = player->mo->angle;
} }
} }
} }
@ -4181,6 +4183,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
} }
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale)); P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
player->drawangle = player->mo->angle;
if (maptol & TOL_2D) if (maptol & TOL_2D)
{ {
@ -9199,7 +9202,7 @@ void P_PlayerThink(player_t *player)
return; // P_MovePlayer removed player->mo. return; // P_MovePlayer removed player->mo.
if ((player->climbing // stuff where the direction is forced at all times if ((player->climbing // stuff where the direction is forced at all times
|| (player->pflags & (/*PF_JUMPED|*/PF_SLIDING|PF_NIGHTSMODE))) || (player->pflags & (/*PF_JUMPED|*/PF_STARTDASH|PF_GLIDING|PF_SLIDING|PF_NIGHTSMODE)))
|| P_AnalogMove(player) // keep things synchronised up there, since the camera IS seperate from player motion when that happens || P_AnalogMove(player) // keep things synchronised up there, since the camera IS seperate from player motion when that happens
|| G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming || G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming
player->drawangle = player->mo->angle; player->drawangle = player->mo->angle;
@ -9223,16 +9226,18 @@ void P_PlayerThink(player_t *player)
break; break;
} }
} }
else if (cmd->forwardmove || cmd->sidemove || cmd->buttons) // only when you're pressing buttons else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
{ {
if (player->mo->movefactor < FRACUNIT) // hilarious absence of traction! if ((player->mo->movefactor < FRACUNIT) // hilarious absence of traction!
|| (player->mo->flags & MF_SLIDEME)
|| !(player->rmomx || player->rmomy)) // adjust to new angle
player->drawangle = player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS); player->drawangle = player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS);
else if (player->rmomx || player->rmomy) // only when you're moing
player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
else else
player->drawangle = player->mo->angle; // spindash, etc player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
} }
player->mo->flags &= ~MF_SLIDEME;
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame. player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
// Unset statis flags after moving. // Unset statis flags after moving.