Fix holding spin while landing putting you in your walking state, remove commented out stuff
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parent
7c7bf243a2
commit
cfce6650ca
31
src/p_user.c
31
src/p_user.c
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@ -1815,8 +1815,8 @@ boolean P_PlayerHitFloor(player_t *player)
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S_StartSound(player->mo, sfx_s3k8b);
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S_StartSound(player->mo, sfx_s3k8b);
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player->pflags |= PF_FULLSTASIS;
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player->pflags |= PF_FULLSTASIS;
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}
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}
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else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
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else if ((player->pflags & PF_JUMPED || player->powers[pw_tailsfly]
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|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
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|| player->mo->state-states == S_PLAY_FLY_TIRED) && !(player->pflags & PF_SPINNING))
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{
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{
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if (player->cmomx || player->cmomy)
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if (player->cmomx || player->cmomy)
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{
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{
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@ -4179,14 +4179,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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if (onground && player->pflags & PF_STARTDASH)
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if (onground && player->pflags & PF_STARTDASH)
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{
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{
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//if (player->mo->state-states != S_PLAY_SPINDASH)
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//P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH);
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// Spawn spin dash dust
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// Spawn spin dash dust
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if (!(player->charflags & SF_NOSPINDASHDUST) && !(player->mo->eflags & MFE_GOOWATER))
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if (!(player->charflags & SF_NOSPINDASHDUST) && !(player->mo->eflags & MFE_GOOWATER))
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P_DoSpinDashDust(player);
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P_DoSpinDashDust(player);
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}
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}
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//else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
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//P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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}
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}
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//
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//
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@ -9473,23 +9469,6 @@ void P_PlayerThink(player_t *player)
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}
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}
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}
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}
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#endif
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#endif
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if (!player->mo->health)
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;
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/*else if (player->pflags & PF_GLIDING)
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{
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if (player->panim != PA_ABILITY)
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P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
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}*/
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else if ((player->pflags & PF_JUMPED && !(player->pflags & PF_NOJUMPDAMAGE)
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&& (player->mo->state-states != S_PLAY_FLOAT && player->mo->state-states != S_PLAY_FLOAT_RUN))
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&& ((((player->charflags & (SF_NOJUMPSPIN|SF_NOJUMPDAMAGE)) == (SF_NOJUMPSPIN|SF_NOJUMPDAMAGE)) && player->panim != PA_ROLL)
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|| (!(player->charflags & SF_NOJUMPSPIN) && player->panim != PA_JUMP)))
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{
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/*if (!(player->charflags & SF_NOJUMPSPIN))
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P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
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else if (!(player->pflags & PF_NOJUMPDAMAGE))
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);*/
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}
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if (player->flashcount)
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if (player->flashcount)
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player->flashcount--;
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player->flashcount--;
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@ -10282,12 +10261,6 @@ void P_PlayerAfterThink(player_t *player)
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if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
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if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
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S_StartSound(NULL, sfx_wepchg);
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S_StartSound(NULL, sfx_wepchg);
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/*if (player->pflags & PF_GLIDING)
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{
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if (player->panim != PA_ABILITY)
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P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
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}
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else if (player->pflags & PF_SLIDING)*/
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if (player->pflags & PF_SLIDING)
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if (player->pflags & PF_SLIDING)
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P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
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P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
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