Merge branch 'rollout-bumps' into 'master'
Add fun™ to rollout rocks See merge request STJr/SRB2Internal!504
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commit
6f82e5197d
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@ -13448,7 +13448,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // attacksound
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sfx_None, // attacksound
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S_NULL, // painstate
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S_NULL, // painstate
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12*TICRATE, // painchance (sets how long an unridden rock should last before disappearing - set to 0 to disable)
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12*TICRATE, // painchance (sets how long an unridden rock should last before disappearing - set to 0 to disable)
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sfx_None, // painsound
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sfx_s3k49, // painsound
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S_NULL, // meleestate
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // deathstate
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@ -14534,6 +14534,9 @@ void A_RolloutRock(mobj_t *actor)
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actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
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actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
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if (actor->eflags & MFE_JUSTHITFLOOR)
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S_StartSound(actor, actor->info->painsound);
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if (actor->threshold)
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if (actor->threshold)
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actor->threshold--;
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actor->threshold--;
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@ -1032,7 +1032,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
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P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
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P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
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tmthing->player->powers[pw_carry] = CR_ROLLOUT;
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tmthing->player->powers[pw_carry] = CR_ROLLOUT;
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P_SetTarget(&tmthing->tracer, thing);
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P_SetTarget(&tmthing->tracer, thing);
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P_SetObjectMomZ(thing, tmthing->momz, true);
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if (!P_IsObjectOnGround(thing))
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thing->momz += tmthing->momz;
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return true;
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return true;
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}
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}
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}
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}
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@ -1063,6 +1064,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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thing->momy = tmthing->momy;
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thing->momy = tmthing->momy;
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tmthing->momx = tempmomx;
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tmthing->momx = tempmomx;
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tmthing->momy = tempmomy;
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tmthing->momy = tempmomy;
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S_StartSound(thing, thing->info->painsound);
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}
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}
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}
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}
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@ -4429,6 +4429,8 @@ void P_DoJump(player_t *player, boolean soundandstate)
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player->mo->momz = 9*FRACUNIT;
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player->mo->momz = 9*FRACUNIT;
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if (P_MobjFlip(player->mo->tracer)*player->mo->tracer->momz > 0)
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if (P_MobjFlip(player->mo->tracer)*player->mo->tracer->momz > 0)
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player->mo->momz += player->mo->tracer->momz;
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player->mo->momz += player->mo->tracer->momz;
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if (!P_IsObjectOnGround(player->mo->tracer))
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P_SetObjectMomZ(player->mo->tracer, -9*FRACUNIT, true);
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player->powers[pw_carry] = CR_NONE;
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player->powers[pw_carry] = CR_NONE;
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player->mo->tracer->flags |= MF_PUSHABLE;
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player->mo->tracer->flags |= MF_PUSHABLE;
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P_SetTarget(&player->mo->tracer->tracer, NULL);
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P_SetTarget(&player->mo->tracer->tracer, NULL);
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