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