On Rob's suggestion: Allow your controls to turn CA_BOUNCE users to turn on a dime when coiling for the next bounce.
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@ -4144,7 +4144,15 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN;
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mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN;
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if (mobj->state-states == S_PLAY_BOUNCE_LANDING)
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if (mobj->state-states == S_PLAY_BOUNCE_LANDING)
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{
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angle_t dashangle = mobj->angle;
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if (mobj->player->cmd.forwardmove || mobj->player->cmd.sidemove)
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{
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dashangle += R_PointToAngle2(0, 0, mobj->player->cmd.forwardmove<<FRACBITS, -mobj->player->cmd.sidemove<<FRACBITS);
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}
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P_InstaThrust(mobj, dashangle, mobj->player->speed);
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goto animonly; // no need for checkposition - doesn't move at ALL
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goto animonly; // no need for checkposition - doesn't move at ALL
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}
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// Zoom tube
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// Zoom tube
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if (mobj->tracer)
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if (mobj->tracer)
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