Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9035 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
This commit is contained in:
MonsterIestyn 2015-02-06 22:34:41 +00:00 committed by Ronald Kinard
parent 29b422ca10
commit 860a9172e4
1 changed files with 1 additions and 1 deletions

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@ -119,7 +119,7 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN
{SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
{SPR_PLAY, SPR2_DEAD, 4, {A_Fall}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
{SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
{SPR_PLAY, SPR2_JUMP, -1, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_JUMP