From 860a9172e4fa11eb8d07b28d77390ab11dd27e32 Mon Sep 17 00:00:00 2001 From: MonsterIestyn Date: Fri, 6 Feb 2015 22:34:41 +0000 Subject: [PATCH] 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 --- src/info.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/info.c b/src/info.c index 3b0c6d679..775996092 100644 --- a/src/info.c +++ b/src/info.c @@ -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