Fix holding spin while landing putting you in your walking state, remove commented out stuff

This commit is contained in:
TehRealSalt 2017-09-20 16:53:05 -04:00
parent 7c7bf243a2
commit cfce6650ca
1 changed files with 2 additions and 29 deletions

View File

@ -1815,8 +1815,8 @@ boolean P_PlayerHitFloor(player_t *player)
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
}
else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
else if ((player->pflags & PF_JUMPED || player->powers[pw_tailsfly]
|| player->mo->state-states == S_PLAY_FLY_TIRED) && !(player->pflags & PF_SPINNING))
{
if (player->cmomx || player->cmomy)
{
@ -4179,14 +4179,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
if (onground && player->pflags & PF_STARTDASH)
{
//if (player->mo->state-states != S_PLAY_SPINDASH)
//P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH);
// Spawn spin dash dust
if (!(player->charflags & SF_NOSPINDASHDUST) && !(player->mo->eflags & MFE_GOOWATER))
P_DoSpinDashDust(player);
}
//else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
//P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
}
//
@ -9473,23 +9469,6 @@ void P_PlayerThink(player_t *player)
}
}
#endif
if (!player->mo->health)
;
/*else if (player->pflags & PF_GLIDING)
{
if (player->panim != PA_ABILITY)
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
}*/
else if ((player->pflags & PF_JUMPED && !(player->pflags & PF_NOJUMPDAMAGE)
&& (player->mo->state-states != S_PLAY_FLOAT && player->mo->state-states != S_PLAY_FLOAT_RUN))
&& ((((player->charflags & (SF_NOJUMPSPIN|SF_NOJUMPDAMAGE)) == (SF_NOJUMPSPIN|SF_NOJUMPDAMAGE)) && player->panim != PA_ROLL)
|| (!(player->charflags & SF_NOJUMPSPIN) && player->panim != PA_JUMP)))
{
/*if (!(player->charflags & SF_NOJUMPSPIN))
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
else if (!(player->pflags & PF_NOJUMPDAMAGE))
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);*/
}
if (player->flashcount)
player->flashcount--;
@ -10282,12 +10261,6 @@ void P_PlayerAfterThink(player_t *player)
if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
S_StartSound(NULL, sfx_wepchg);
/*if (player->pflags & PF_GLIDING)
{
if (player->panim != PA_ABILITY)
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
}
else if (player->pflags & PF_SLIDING)*/
if (player->pflags & PF_SLIDING)
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);