On Rob's suggestion: Allow your controls to turn CA_BOUNCE users to turn on a dime when coiling for the next bounce.

This commit is contained in:
toasterbabe 2016-12-24 00:11:54 +00:00
parent 942065ba9f
commit f60233027d
1 changed files with 8 additions and 0 deletions

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@ -4144,7 +4144,15 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN;
if (mobj->state-states == S_PLAY_BOUNCE_LANDING)
{
angle_t dashangle = mobj->angle;
if (mobj->player->cmd.forwardmove || mobj->player->cmd.sidemove)
{
dashangle += R_PointToAngle2(0, 0, mobj->player->cmd.forwardmove<<FRACBITS, -mobj->player->cmd.sidemove<<FRACBITS);
}
P_InstaThrust(mobj, dashangle, mobj->player->speed);
goto animonly; // no need for checkposition - doesn't move at ALL
}
// Zoom tube
if (mobj->tracer)