Minor fixes. Notably - no longer "deletes gravity" when hitting a slope mid-dash.

This commit is contained in:
toasterbabe 2016-09-29 20:36:08 +01:00
parent 35dda1cd72
commit accd8bc5bd
2 changed files with 6 additions and 3 deletions

View File

@ -3214,6 +3214,11 @@ static void P_PlayerZMovement(mobj_t *mo)
P_ElementalFire(mo->player, true);
}
}
else if ((mo->player->powers[pw_shield] & SH_FORCE) == SH_FORCE) // Force shield's dodge dash.
{
mo->flags &= ~MF_NOGRAVITY;
mo->player->pflags &= ~PF_FULLSTASIS;
}
}
mo->player->pflags &= ~(PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY/*|PF_GLIDING*/);
mo->player->jumping = 0;

View File

@ -6945,9 +6945,7 @@ static void P_MovePlayer(player_t *player)
dashangle += R_PointToAngle2(0, 0, player->cmd.forwardmove<<FRACBITS, -player->cmd.sidemove<<FRACBITS);
}
P_ResetPlayer(player);
player->homing = 2;
if ((player->powers[pw_shield] & SH_NOSTACK) - SH_FORCE)
player->homing++;
player->homing = 2 + ((player->powers[pw_shield] & SH_NOSTACK) - SH_FORCE);
S_StartSound(player->mo, sfx_s3k47);
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
player->pflags |= PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY;