Added SF_NOSPINDASHDUST to disable spindash dust
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@ -44,6 +44,7 @@ typedef enum
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SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability?
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SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability?
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SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
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SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
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SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
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SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
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SF_NOSPINDASHDUST = 1<<11, // Don't spawn dust particles when charging a spindash
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// free up to and including 1<<31
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// free up to and including 1<<31
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} skinflags_t;
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} skinflags_t;
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@ -7060,6 +7060,7 @@ struct {
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{"SF_STOMPDAMAGE",SF_STOMPDAMAGE},
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{"SF_STOMPDAMAGE",SF_STOMPDAMAGE},
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{"SF_MARIODAMAGE",SF_MARIODAMAGE},
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{"SF_MARIODAMAGE",SF_MARIODAMAGE},
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{"SF_MACHINE",SF_MACHINE},
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{"SF_MACHINE",SF_MACHINE},
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{"SF_NOSPINDASHDUST",SF_NOSPINDASHDUST},
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// Character abilities!
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// Character abilities!
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// Primary
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// Primary
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@ -3846,7 +3846,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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if (player->mo->state-states != S_PLAY_DASH)
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if (player->mo->state-states != S_PLAY_DASH)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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// Spawn spin dash dust
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// Spawn spin dash dust
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if (!(player->mo->eflags & MFE_GOOWATER))
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if (!(player->charflags & SF_NOSPINDASHDUST) && !(player->mo->eflags & MFE_GOOWATER))
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P_DoSpinDashDust(player);
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P_DoSpinDashDust(player);
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}
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}
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else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
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else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
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@ -2880,6 +2880,7 @@ void R_AddSkins(UINT16 wadnum)
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GETFLAG(STOMPDAMAGE)
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GETFLAG(STOMPDAMAGE)
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GETFLAG(MARIODAMAGE)
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GETFLAG(MARIODAMAGE)
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GETFLAG(MACHINE)
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GETFLAG(MACHINE)
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GETFLAG(NOSPINDASHDUST)
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#undef GETFLAG
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#undef GETFLAG
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else // let's check if it's a sound, otherwise error out
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else // let's check if it's a sound, otherwise error out
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