Fix Super float anim bug.

This commit makes Super floating players break into
a normal walk again when they hit the floor, instead
of keeping their float animation on the ground.
This commit is contained in:
Yukita Mayako 2015-06-19 01:55:13 -04:00
parent 496662bec5
commit 96241866bf
1 changed files with 2 additions and 2 deletions

View File

@ -2285,7 +2285,7 @@ static void P_PlayerZMovement(mobj_t *mo)
{
if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
P_SetPlayerMobjState(mo, S_PLAY_RUN);
else if ((mo->player->rmomx || mo->player->rmomy) && mo->player->panim != PA_WALK)
else if ((mo->player->rmomx || mo->player->rmomy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT))
P_SetPlayerMobjState(mo, S_PLAY_WALK);
else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE)
P_SetPlayerMobjState(mo, S_PLAY_STND);
@ -2294,7 +2294,7 @@ static void P_PlayerZMovement(mobj_t *mo)
{
if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
P_SetPlayerMobjState(mo, S_PLAY_RUN);
else if ((mo->momx || mo->momy) && mo->player->panim != PA_WALK)
else if ((mo->momx || mo->momy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT))
P_SetPlayerMobjState(mo, S_PLAY_WALK);
else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE)
P_SetPlayerMobjState(mo, S_PLAY_STND);