diff --git a/src/p_slopes.c b/src/p_slopes.c index 60bd1087b..c5798707e 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -868,11 +868,32 @@ void P_ButteredSlope(mobj_t *mo) if (!mo->standingslope) return; - if (abs(mo->standingslope->zdelta) < FRACUNIT/3) - return; // Don't apply physics to slopes that aren't steep enough + if (mo->player) { + if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING)) + return; // Don't slide on non-steep slopes unless spinning + + if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy)) + return; // Allow the player to stand still on slopes below a certain steepness + } thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 3 / 2 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1); + if (mo->player && (mo->player->pflags & PF_SPINNING)) { + fixed_t mult = 0; + if (mo->momx || mo->momy) { + angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection; + + if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0) + angle ^= ANGLE_180; + + mult = FINECOSINE(angle >> ANGLETOFINESHIFT); + } + + CONS_Printf("%d\n", mult); + + thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8); + } + if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16); // This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down diff --git a/src/p_user.c b/src/p_user.c index 0f2bd19b9..c0ff792cc 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -3758,7 +3758,11 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SLIDING) && !player->exiting && !P_PlayerInPain(player)) // subsequent revs { - if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)) + if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING) +#ifdef ESLOPE + && (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2) +#endif + ) { player->mo->momx = player->cmomx; player->mo->momy = player->cmomy; @@ -3787,7 +3791,11 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) // down the spin button and not spinning. // AKA Just go into a spin on the ground, you idiot. ;) else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20)) - && !player->climbing && !player->mo->momz && onground && player->speed > FixedMul(5<mo->scale) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)) + && !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<mo->scale) +#ifdef ESLOPE + || (player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2) +#endif + ) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)) { player->pflags |= PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); @@ -3799,7 +3807,11 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) // Rolling normally if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH) - && player->speed < FixedMul(5*FRACUNIT,player->mo->scale)) + && player->speed < FixedMul(5*FRACUNIT,player->mo->scale) +#ifdef ESLOPE + && (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2) +#endif + ) { if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player))) P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));