Fixed another bug where you were able to use the whirlwind shield ability after using the force shield's dodge dash.

This commit is contained in:
toasterbabe 2016-09-30 13:56:19 +01:00
parent f1fb276e5a
commit cbe703478c

View file

@ -867,6 +867,8 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
// Useful when you want to kill everything the player is doing.
void P_ResetPlayer(player_t *player)
{
pflags_t removelist = (PF_SPINNING|PF_STARTDASH|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY);
if (player->mo
&& player->powers[pw_shield] & SH_FORCE // Dash.
&& player->pflags & PF_SHIELDABILITY)
@ -874,9 +876,10 @@ void P_ResetPlayer(player_t *player)
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->mo->flags &= ~MF_NOGRAVITY;
player->pflags &= ~PF_FULLSTASIS;
removelist &= ~PF_THOKKED;
}
player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY);
player->pflags &= ~removelist;
player->powers[pw_carry] = CR_NONE;
player->jumping = 0;
player->secondjump = 0;