From 4aa0b7a2a804b9dd49591e11107648242e12e6ad Mon Sep 17 00:00:00 2001 From: MonsterIestyn Date: Wed, 11 Feb 2015 22:35:04 +0000 Subject: [PATCH] Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity. git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd --- src/p_map.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/p_map.c b/src/p_map.c index 2bbdf65b..5706e6d3 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -108,7 +108,6 @@ void P_DoSpring(mobj_t *spring, mobj_t *object) fixed_t offx, offy; fixed_t vertispeed = spring->info->mass; fixed_t horizspeed = spring->info->damage; - fixed_t origvertispeed = vertispeed; // for vertical flipping if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic return; @@ -192,9 +191,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object) pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these. P_ResetPlayer(object->player); - if (origvertispeed > 0) + if (P_MobjFlip(object)*vertispeed > 0) P_SetPlayerMobjState(object, S_PLAY_SPRING); - else if (origvertispeed < 0) + else if (P_MobjFlip(object)*vertispeed < 0) P_SetPlayerMobjState(object, S_PLAY_FALL1); else // horizontal spring {