diff --git a/src/p_inter.c b/src/p_inter.c index 486c39fb7..0489bab90 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -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. diff --git a/src/p_map.c b/src/p_map.c index e78dd1e84..8fe9fb4ae 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -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;