Merge branch 'anglestuff' into 'master'

Spring angles and ring angles

See merge request STJr/SRB2Internal!266
This commit is contained in:
Monster Iestyn 2019-08-02 13:10:23 -04:00
commit 94c1873b8c
2 changed files with 8 additions and 3 deletions

View File

@ -3655,7 +3655,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
{
INT32 i;
mobj_t *mo;
angle_t fa;
angle_t fa, va;
fixed_t ns;
fixed_t z;
boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap));
@ -3677,6 +3677,11 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
// Spill weapons first
P_PlayerWeaponPanelOrAmmoBurst(player);
if (abs(player->mo->momx) > player->mo->scale || abs(player->mo->momy) > player->mo->scale)
va = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0)>>ANGLETOFINESHIFT;
else
va = player->mo->angle>>ANGLETOFINESHIFT;
for (i = 0; i < num_rings; i++)
{
INT32 objType = mobjinfo[MT_RING].reactiontime;
@ -3698,7 +3703,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
P_SetScale(mo, player->mo->scale);
// Angle offset by player angle, then slightly offset by amount of rings
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((num_rings-1)*FINEANGLES/32)) & FINEMASK;
fa = ((i*FINEANGLES/16) + va - ((num_rings-1)*FINEANGLES/32)) & FINEMASK;
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.

View File

@ -342,7 +342,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (horizspeed)
{
object->player->drawangle = spring->angle;
if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
if (vertispeed || (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0))
{
object->angle = spring->angle;