From cfce6650cabb7e613a8161cb67c6ba0f0b0738f6 Mon Sep 17 00:00:00 2001 From: TehRealSalt Date: Wed, 20 Sep 2017 16:53:05 -0400 Subject: [PATCH] Fix holding spin while landing putting you in your walking state, remove commented out stuff --- src/p_user.c | 31 ++----------------------------- 1 file changed, 2 insertions(+), 29 deletions(-) diff --git a/src/p_user.c b/src/p_user.c index c1215088f..fc94c55a7 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -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);