Merge remote-tracking branch 'refs/remotes/origin/master' into battle

# Conflicts:
#	src/d_player.h
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_playerlib.c
This commit is contained in:
TehRealSalt 2017-11-05 02:16:39 -05:00
commit d3e888cc44
21 changed files with 232 additions and 250 deletions

View File

@ -273,11 +273,11 @@ void B_RespawnBot(INT32 playernum)
P_TeleportMove(tails, x, y, z);
if (player->charability == CA_FLY)
{
P_SetPlayerMobjState(tails, S_KART_STND); // SRB2kart - was S_PLAY_ABL1
P_SetPlayerMobjState(tails, S_KART_STND1); // SRB2kart - was S_PLAY_ABL1
tails->player->powers[pw_tailsfly] = (UINT16)-1;
}
else
P_SetPlayerMobjState(tails, S_KART_STND); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(tails, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
P_SetScale(tails, sonic->scale);
tails->destscale = sonic->destscale;
}

View File

@ -371,6 +371,8 @@ typedef struct player_s
// SRB2kart stuff
INT32 kartstuff[NUMKARTSTUFF];
angle_t frameangle; // for the player add the ability to have the sprite only face other angles
// Bit flags.
// See pflags_t, above.
pflags_t pflags;

View File

@ -3804,33 +3804,29 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_THOK",
// SRB2kart Frames
"S_KART_STND",
"S_KART_STND_L",
"S_KART_STND_R",
"S_KART_STND1",
"S_KART_STND2",
"S_KART_STND1_L",
"S_KART_STND2_L",
"S_KART_STND1_R",
"S_KART_STND2_R",
"S_KART_WALK1",
"S_KART_WALK2",
"S_KART_WALK_L1",
"S_KART_WALK_L2",
"S_KART_WALK_R1",
"S_KART_WALK_R2",
"S_KART_WALK1_L",
"S_KART_WALK2_L",
"S_KART_WALK1_R",
"S_KART_WALK2_R",
"S_KART_RUN1",
"S_KART_RUN2",
"S_KART_RUN_L1",
"S_KART_RUN_L2",
"S_KART_RUN_R1",
"S_KART_RUN_R2",
"S_KART_DRIFT_L1",
"S_KART_DRIFT_L2",
"S_KART_DRIFT_R1",
"S_KART_DRIFT_R2",
"S_KART_SPIN1",
"S_KART_SPIN2",
"S_KART_SPIN3",
"S_KART_SPIN4",
"S_KART_SPIN5",
"S_KART_SPIN6",
"S_KART_SPIN7",
"S_KART_SPIN8",
"S_KART_RUN1_L",
"S_KART_RUN2_L",
"S_KART_RUN1_R",
"S_KART_RUN2_R",
"S_KART_DRIFT1_L",
"S_KART_DRIFT2_L",
"S_KART_DRIFT1_R",
"S_KART_DRIFT2_R",
"S_KART_SPIN",
"S_KART_PAIN",
"S_KART_SQUISH",
/*

View File

@ -87,7 +87,7 @@ boolean modifiedgame; // Set if homebrew PWAD stuff has been added.
boolean savemoddata = false;
UINT8 paused;
UINT8 modeattacking = ATTACKING_NONE;
boolean disableSpeedAdjust = false;
boolean disableSpeedAdjust = true;
boolean imcontinuing = false;
boolean runemeraldmanager = false;
@ -5473,7 +5473,7 @@ void G_AddGhost(char *defdemoname)
gh->mo = P_SpawnMobj(x, y, z, MT_GHOST);
gh->mo->angle = FixedAngle(mthing->angle*FRACUNIT);
}
gh->mo->state = states+S_KART_STND; // SRB2kart - was S_PLAY_STND
gh->mo->state = states+S_KART_STND1; // SRB2kart - was S_PLAY_STND
gh->mo->sprite = gh->mo->state->sprite;
gh->mo->frame = (gh->mo->state->frame & FF_FRAMEMASK) | tr_trans20<<FF_TRANSSHIFT;
gh->mo->tics = -1;

View File

@ -5144,7 +5144,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
}
}
else if (sprframe->rotate != SRF_SINGLE)
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
{
if (thing->player)
ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
else
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
}
if (sprframe->rotate == SRF_SINGLE)
{

View File

@ -1474,8 +1474,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
}
else
{
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
&& !(spr->mobj->player && spr->mobj->state == &states[S_KART_STND])) // SRB2kart
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL)
{
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
@ -1501,7 +1500,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (sprframe->rotate)
{
const fixed_t anglef = AngleFixed(spr->mobj->angle);
fixed_t anglef;
if (spr->mobj->player)
anglef = AngleFixed(spr->mobj->player->frameangle);
else
anglef = AngleFixed(spr->mobj->angle);
p.angley = FIXED_TO_FLOAT(anglef);
}
else

View File

@ -87,35 +87,31 @@ state_t states[NUMSTATES] =
{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
// Player // SRB2kart
{SPR_PLAY, 0, -1, {NULL}, 0, 0, S_KART_STND}, // S_KART_STND A
{SPR_PLAY, 1, -1, {NULL}, 0, 0, S_KART_STND_L}, // S_KART_STND_L B
{SPR_PLAY, 2, -1, {NULL}, 0, 0, S_KART_STND_R}, // S_KART_STND_R C
{SPR_PLAY, 3, 4, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 D
{SPR_PLAY, 4, 4, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 E
{SPR_PLAY, 5, 4, {NULL}, 0, 0, S_KART_WALK_L2}, // S_KART_WALK_L1 F
{SPR_PLAY, 6, 4, {NULL}, 0, 0, S_KART_WALK_L1}, // S_KART_WALK_L2 G
{SPR_PLAY, 7, 4, {NULL}, 0, 0, S_KART_WALK_R2}, // S_KART_WALK_R1 H
{SPR_PLAY, 8, 4, {NULL}, 0, 0, S_KART_WALK_R1}, // S_KART_WALK_R2 I
{SPR_PLAY, 0, 2, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 A
{SPR_PLAY, 3, 2, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 D
{SPR_PLAY, 1, 2, {NULL}, 0, 0, S_KART_RUN_L2}, // S_KART_RUN_L1 B
{SPR_PLAY, 5, 2, {NULL}, 0, 0, S_KART_RUN_L1}, // S_KART_RUN_L2 F
{SPR_PLAY, 2, 2, {NULL}, 0, 0, S_KART_RUN_R2}, // S_KART_RUN_R1 C
{SPR_PLAY, 7, 2, {NULL}, 0, 0, S_KART_RUN_R1}, // S_KART_RUN_R2 H
{SPR_PLAY, 9, 2, {NULL}, 0, 0, S_KART_DRIFT_L2}, // S_KART_DRIFT_L1 J
{SPR_PLAY, 10, 2, {NULL}, 0, 0, S_KART_DRIFT_L1}, // S_KART_DRIFT_L2 K
{SPR_PLAY, 11, 2, {NULL}, 0, 0, S_KART_DRIFT_R2}, // S_KART_DRIFT_R1 L
{SPR_PLAY, 12, 2, {NULL}, 0, 0, S_KART_DRIFT_R1}, // S_KART_DRIFT_R2 M
{SPR_PLAY, 13, 2, {NULL}, 0, 0, S_KART_SPIN2}, // S_KART_SPIN1 N
{SPR_PLAY, 14, 2, {NULL}, 0, 0, S_KART_SPIN3}, // S_KART_SPIN2 O
{SPR_PLAY, 15, 2, {NULL}, 0, 0, S_KART_SPIN4}, // S_KART_SPIN3 P
{SPR_PLAY, 16, 2, {NULL}, 0, 0, S_KART_SPIN5}, // S_KART_SPIN4 Q
{SPR_PLAY, 17, 2, {NULL}, 0, 0, S_KART_SPIN6}, // S_KART_SPIN5 R
{SPR_PLAY, 18, 2, {NULL}, 0, 0, S_KART_SPIN7}, // S_KART_SPIN6 S
{SPR_PLAY, 19, 2, {NULL}, 0, 0, S_KART_SPIN8}, // S_KART_SPIN7 T
{SPR_PLAY, 20, 2, {NULL}, 0, 0, S_KART_SPIN1}, // S_KART_SPIN8 U
{SPR_PLAY, 13, 350, {NULL}, 0, 0, S_KART_STND}, // S_KART_PAIN N
{SPR_PLAY, 21, 350, {NULL}, 0, 0, S_KART_STND}, // S_KART_SQUISH V
{SPR_PLAY, 0, 1, {NULL}, 0, 0, S_KART_STND2}, // S_KART_STND1 A
{SPR_PLAY, 1, 1, {NULL}, 0, 0, S_KART_STND1}, // S_KART_STND2 B
{SPR_PLAY, 2, 1, {NULL}, 0, 0, S_KART_STND2_L}, // S_KART_STND1_L C
{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STND1_L}, // S_KART_STND2_L D
{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STND2_R}, // S_KART_STND1_R E
{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STND1_R}, // S_KART_STND2_R F
{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 G
{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 H
{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L I
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L J
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R K
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R L
{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 M
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 N
{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L O
{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L P
{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R Q
{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R R
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L S
{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L T
{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R U
{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R V
{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN W
{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN W
{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH X
/*
{SPR_PLAY, 0, 105, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_STND
{SPR_PLAY, 1, 16, {NULL}, 0, 0, S_PLAY_TAP2}, // S_PLAY_TAP1
@ -2845,9 +2841,9 @@ state_t states[NUMSTATES] =
{SPR_SHAD, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_SHADOW
{SPR_SHAD, FF_FULLBRIGHT|FF_TRANS50|1, -1, {NULL}, 0, 0, S_NULL}, // S_WHITESHADOW
{SPR_BUMP, 0, 3, {NULL}, 0, 0, S_BUMP2}, // S_BUMP1
{SPR_BUMP, 1, 3, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2
{SPR_BUMP, 2, 3, {NULL}, 0, 0, S_NULL}, // S_BUMP3
{SPR_BUMP, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_BUMP2}, // S_BUMP1
{SPR_BUMP, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2
{SPR_BUMP, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_NULL}, // S_BUMP3
{SPR_FLEN, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_FLINGENERGY2}, // S_FLINGENERGY1,
{SPR_FLEN, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_FLINGENERGY3}, // S_FLINGENERGY2,
@ -2860,10 +2856,10 @@ state_t states[NUMSTATES] =
{SPR_CLAS, FF_FULLBRIGHT|FF_TRANS30|4, 2, {NULL}, 0, 0, S_CLASH6}, // S_CLASH5
{SPR_CLAS, FF_FULLBRIGHT|FF_TRANS30|5, 2, {NULL}, 0, 0, S_NULL}, // S_CLASH6
{SPR_PSHW, 0, 3, {NULL}, 0, 0, S_FIREDITEM2}, // S_FIREDITEM1
{SPR_PSHW, 1, 3, {NULL}, 0, 0, S_FIREDITEM3}, // S_FIREDITEM2
{SPR_PSHW, 2, 3, {NULL}, 0, 0, S_FIREDITEM4}, // S_FIREDITEM3
{SPR_PSHW, 3, 3, {NULL}, 0, 0, S_NULL}, // S_FIREDITEM4
{SPR_PSHW, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_FIREDITEM2}, // S_FIREDITEM1
{SPR_PSHW, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_FIREDITEM3}, // S_FIREDITEM2
{SPR_PSHW, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_FIREDITEM4}, // S_FIREDITEM3
{SPR_PSHW, FF_FULLBRIGHT|3, 3, {NULL}, 0, 0, S_NULL}, // S_FIREDITEM4
// Above player arrow
{SPR_ARRO, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_PLAYERARROW
@ -2977,7 +2973,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_PLAYER
-1, // doomednum
S_KART_STND, // spawnstate
S_KART_STND1, // spawnstate
1, // spawnhealth
S_KART_WALK1, // seestate
sfx_None, // seesound

View File

@ -648,33 +648,29 @@ typedef enum state
S_THOK,
// SRB2kart Frames
S_KART_STND,
S_KART_STND_L,
S_KART_STND_R,
S_KART_STND1,
S_KART_STND2,
S_KART_STND1_L,
S_KART_STND2_L,
S_KART_STND1_R,
S_KART_STND2_R,
S_KART_WALK1,
S_KART_WALK2,
S_KART_WALK_L1,
S_KART_WALK_L2,
S_KART_WALK_R1,
S_KART_WALK_R2,
S_KART_WALK1_L,
S_KART_WALK2_L,
S_KART_WALK1_R,
S_KART_WALK2_R,
S_KART_RUN1,
S_KART_RUN2,
S_KART_RUN_L1,
S_KART_RUN_L2,
S_KART_RUN_R1,
S_KART_RUN_R2,
S_KART_DRIFT_L1,
S_KART_DRIFT_L2,
S_KART_DRIFT_R1,
S_KART_DRIFT_R2,
S_KART_SPIN1,
S_KART_SPIN2,
S_KART_SPIN3,
S_KART_SPIN4,
S_KART_SPIN5,
S_KART_SPIN6,
S_KART_SPIN7,
S_KART_SPIN8,
S_KART_RUN1_L,
S_KART_RUN2_L,
S_KART_RUN1_R,
S_KART_RUN2_R,
S_KART_DRIFT1_L,
S_KART_DRIFT2_L,
S_KART_DRIFT1_R,
S_KART_DRIFT2_R,
S_KART_SPIN,
S_KART_PAIN,
S_KART_SQUISH,
/*

View File

@ -1283,6 +1283,59 @@ void K_LakituChecker(player_t *player)
}
}
/** \brief Handles the state changing for moving players, moved here to eliminate duplicate code
\param player player data
\return void
*/
void K_KartMoveAnimation(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
// Standing frames - S_KART_STND1 S_KART_STND1_L S_KART_STND1_R
if (player->speed == 0)
{
if (cmd->buttons & BT_DRIFTRIGHT && !(player->mo->state >= &states[S_KART_STND1_R] && player->mo->state <= &states[S_KART_STND2_R]))
P_SetPlayerMobjState(player->mo, S_KART_STND1_R);
else if (cmd->buttons & BT_DRIFTLEFT && !(player->mo->state >= &states[S_KART_STND1_L] && player->mo->state <= &states[S_KART_STND2_L]))
P_SetPlayerMobjState(player->mo, S_KART_STND1_L);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(player->mo->state >= &states[S_KART_STND1] && player->mo->state <= &states[S_KART_STND2]))
P_SetPlayerMobjState(player->mo, S_KART_STND1);
}
// Drifting Left - S_KART_DRIFT1_L
else if (player->kartstuff[k_drift] > 0 && P_IsObjectOnGround(player->mo))
{
if (!(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
}
// Drifting Right - S_KART_DRIFT1_R
else if (player->kartstuff[k_drift] < 0 && P_IsObjectOnGround(player->mo))
{
if (!(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
}
// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
else if (player->speed > FixedMul(player->runspeed, player->mo->scale))
{
if (cmd->buttons & BT_DRIFTRIGHT && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
else if (cmd->buttons & BT_DRIFTLEFT && !(player->mo->state >= &states[S_KART_RUN1_L] && player->mo->state <= &states[S_KART_RUN2_L]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_L);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
}
// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
else if (player->speed <= FixedMul(player->runspeed, player->mo->scale))
{
if (cmd->buttons & BT_DRIFTRIGHT && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
else if (cmd->buttons & BT_DRIFTLEFT && !(player->mo->state >= &states[S_KART_WALK1_L] && player->mo->state <= &states[S_KART_WALK2_L]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_L);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(player->mo->state >= &states[S_KART_WALK1] && player->mo->state <= &states[S_KART_WALK2]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1);
}
}
/** \brief Decreases various kart timers and powers per frame. Called in P_PlayerThink in p_user.c
\param player player object passed from P_PlayerThink
@ -1588,7 +1641,6 @@ fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove
void K_SpinPlayer(player_t *player, mobj_t *source)
{
//(void) source;
if (player->health <= 0)
return;
@ -1597,6 +1649,12 @@ void K_SpinPlayer(player_t *player, mobj_t *source)
|| (gametype != GT_RACE && (player->kartstuff[k_balloon] <= 0 && player->kartstuff[k_comebacktimer])))
return;
if (source && source->player && !source->player->kartstuff[k_sounds])
{
S_StartSound(source, sfx_hitem);
source->player->kartstuff[k_sounds] = 50;
}
player->kartstuff[k_mushroomtimer] = 0;
player->kartstuff[k_driftboost] = 0;
player->kartstuff[k_comebacktimer] = comebacktime;
@ -1637,8 +1695,8 @@ void K_SpinPlayer(player_t *player, mobj_t *source)
player->kartstuff[k_spinout] = player->kartstuff[k_spinouttimer];
if (!(player->mo->state >= &states[S_KART_SPIN1] && player->mo->state <= &states[S_KART_SPIN8]))
P_SetPlayerMobjState(player->mo, S_KART_SPIN1);
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
player->kartstuff[k_spinouttype] = 0;
@ -1647,7 +1705,6 @@ void K_SpinPlayer(player_t *player, mobj_t *source)
void K_SquishPlayer(player_t *player, mobj_t *source)
{
//(void) source;
if (player->health <= 0)
return;
@ -1692,7 +1749,6 @@ void K_SquishPlayer(player_t *player, mobj_t *source)
void K_ExplodePlayer(player_t *player, mobj_t *source) // A bit of a hack, we just throw the player up higher here and extend their spinout timer
{
//(void) source;
if (player->health <= 0)
return;
@ -1730,8 +1786,8 @@ void K_ExplodePlayer(player_t *player, mobj_t *source) // A bit of a hack, we ju
player->powers[pw_flashing] = flashingtics;
if (!(player->mo->state >= &states[S_KART_SPIN1] && player->mo->state <= &states[S_KART_SPIN8]))
P_SetPlayerMobjState(player->mo, S_KART_SPIN1);
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
player->kartstuff[k_spinouttype] = 0;
@ -1753,7 +1809,6 @@ void K_StealBalloon(player_t *player, player_t *victim)
fixed_t newx, newy;
mobj_t *newmo;
//(void) source;
if (gametype == GT_RACE)
return;

View File

@ -16,7 +16,8 @@ UINT8 K_GetKartColorByName(const char *name);
void K_RegisterKartStuff(void);
UINT8 K_GetKartCC(void);
void K_KartBilliards(mobj_t *mobj1, mobj_t *mobj2, boolean bounce);
void K_KartBouncer(void);
void K_KartMoveAnimation(player_t *player);
void K_KartPlayerThink(player_t *player, ticcmd_t *cmd);
void K_SpinPlayer(player_t *player, mobj_t *source);
void K_SquishPlayer(player_t *player, mobj_t *source);

View File

@ -130,6 +130,8 @@ static int player_get(lua_State *L)
LUA_PushUserdata(L, plr->powers, META_POWERS);
else if (fastcmp(field,"kartstuff"))
LUA_PushUserdata(L, plr->kartstuff, META_KARTSTUFF);
else if (fastcmp(field,"frameangle"))
lua_pushangle(L, plr->frameangle);
else if (fastcmp(field,"pflags"))
lua_pushinteger(L, plr->pflags);
else if (fastcmp(field,"panim"))

View File

@ -1279,7 +1279,7 @@ void Command_ObjectPlace_f(void)
op_oldmomy = players[0].mo->momy;
op_oldmomz = players[0].mo->momz;
op_oldheight = players[0].mo->height;
op_oldstate = S_KART_STND; // SRB2kart - was S_PLAY_STND
op_oldstate = S_KART_STND1; // SRB2kart - was S_PLAY_STND
op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
// Remove ALL flags and motion.

View File

@ -924,7 +924,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_ResetPlayer(player);
P_SetPlayerMobjState(toucher, S_KART_STND); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
}
}
return;
@ -1269,7 +1269,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->pflags & PF_GLIDING)
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(toucher, S_KART_STND); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
}
// Play a bounce sound?
@ -1336,7 +1336,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->pflags & PF_GLIDING)
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(toucher, S_KART_STND); // SRB2kart - was S_PLAY_FALL1
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_FALL1
}
// Play a bounce sound?
@ -1392,7 +1392,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
player->pflags |= PF_MACESPIN;
S_StartSound(toucher, sfx_spin);
P_SetPlayerMobjState(toucher, S_KART_STND); // SRB2kart - was S_PLAY_ATK1
P_SetPlayerMobjState(toucher, S_KART_STND1); // SRB2kart - was S_PLAY_ATK1
}
else
player->pflags |= PF_ITEMHANG;

View File

@ -226,11 +226,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
// Set animation state
// The pflags version of this was just as convoluted.
// Rewriten for SRB2kart ... though I don't know what this is.
if ((state >= S_KART_STND && state <= S_KART_STND_R) || state == S_KART_SQUISH || (state >= S_KART_SPIN1 && state <= S_KART_SPIN8))
if ((state >= S_KART_STND1 && state <= S_KART_STND2_R) || state == S_KART_SQUISH || state == S_KART_SPIN)
player->panim = PA_IDLE;
else if (state >= S_KART_WALK1 && state <= S_KART_WALK_R2)
else if (state >= S_KART_WALK1 && state <= S_KART_WALK2_R)
player->panim = PA_WALK;
else if (state >= S_KART_RUN1 && state <= S_KART_DRIFT_R2)
else if (state >= S_KART_RUN1 && state <= S_KART_DRIFT2_R)
player->panim = PA_RUN;
//else if (state >= S_PLAY_ATK1 && state <= S_PLAY_ATK4)
// player->panim = PA_ROLL;
@ -1494,7 +1494,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
{
// if in a walking frame, stop moving
if (player->panim == PA_WALK && player->kartstuff[k_spinouttimer] == 0)
P_SetPlayerMobjState(mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
mo->momx = player->cmomx;
mo->momy = player->cmomy;
}
@ -1813,7 +1813,7 @@ void P_XYMovement(mobj_t *mo)
}
else if (player || mo->flags & (MF_SLIDEME|MF_PUSHABLE))
{ // try to slide along it
P_SlideMove(mo);
P_SlideMove(mo, false);
xmove = ymove = 0;
}
else if (mo->type == MT_SPINFIRE)
@ -1994,7 +1994,7 @@ static void P_RingXYMovement(mobj_t *mo)
I_Assert(!P_MobjWasRemoved(mo));
if (!P_SceneryTryMove(mo, mo->x + mo->momx, mo->y + mo->momy))
P_SlideMove(mo);
P_SlideMove(mo, false);
}
static void P_SceneryXYMovement(mobj_t *mo)
@ -2008,7 +2008,7 @@ static void P_SceneryXYMovement(mobj_t *mo)
oldy = mo->y;
if (!P_SceneryTryMove(mo, mo->x + mo->momx, mo->y + mo->momy))
P_SlideMove(mo);
P_SlideMove(mo, false);
if ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz))
return; // no friction when airborne
@ -2766,9 +2766,9 @@ static void P_PlayerZMovement(mobj_t *mo)
goto nightsdone;
}
// Get up if you fell.
if ((mo->state == &states[mo->info->painstate] || (mo->state >= &states[S_KART_SPIN1] && mo->state <= &states[S_KART_SPIN8]))
if ((mo->state == &states[mo->info->painstate] || mo->state == &states[S_KART_SPIN])
&& mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->kartstuff[k_squishedtimer] == 0) // SRB2kart
P_SetPlayerMobjState(mo, S_KART_STND);
P_SetPlayerMobjState(mo, S_KART_STND1);
#ifdef ESLOPE
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {
@ -2881,52 +2881,7 @@ static void P_PlayerZMovement(mobj_t *mo)
else if ((mo->player->pflags & PF_JUMPED || (mo->player->pflags & (PF_SPINNING|PF_USEDOWN)) != (PF_SPINNING|PF_USEDOWN)
|| mo->player->powers[pw_tailsfly]) && (mo->player->kartstuff[k_spinouttimer] == 0)) // SRB2kart
{
ticcmd_t *cmd;
cmd = &mo->player->cmd;
// Standing frames - S_KART_STND S_KART_STND_L S_KART_STND_R
if (mo->player->speed == 0)
{
if (cmd->buttons & BT_DRIFTRIGHT && !(mo->state == &states[S_KART_STND_R]))
P_SetPlayerMobjState(mo, S_KART_STND_R);
else if (cmd->buttons & BT_DRIFTLEFT && !(mo->state == &states[S_KART_STND_L]))
P_SetPlayerMobjState(mo, S_KART_STND_L);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(mo->state == &states[S_KART_STND]))
P_SetPlayerMobjState(mo, S_KART_STND);
}
// Drifting Left - S_KART_DRIFT_L1
else if (mo->player->kartstuff[k_drift] > 0 && P_IsObjectOnGround(mo))
{
if (!(mo->state == &states[S_KART_DRIFT_L1] || mo->state == &states[S_KART_DRIFT_L2]))
P_SetPlayerMobjState(mo, S_KART_DRIFT_L1);
}
// Drifting Right - S_KART_DRIFT_R1
else if (mo->player->kartstuff[k_drift] < 0 && P_IsObjectOnGround(mo))
{
if (!(mo->state == &states[S_KART_DRIFT_R1] || mo->state == &states[S_KART_DRIFT_R2]))
P_SetPlayerMobjState(mo, S_KART_DRIFT_R1);
}
// Run frames - S_KART_RUN1 S_KART_RUN_L1 S_KART_RUN_R1
else if (mo->player->speed > FixedMul(mo->player->runspeed, mo->scale))
{
if (cmd->buttons & BT_DRIFTRIGHT && !(mo->state == &states[S_KART_RUN_R1] || mo->state == &states[S_KART_RUN_R2]))
P_SetPlayerMobjState(mo, S_KART_RUN_R1);
else if (cmd->buttons & BT_DRIFTLEFT && !(mo->state == &states[S_KART_RUN_L1] || mo->state == &states[S_KART_RUN_L2]))
P_SetPlayerMobjState(mo, S_KART_RUN_L1);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(mo->state == &states[S_KART_RUN1] || mo->state == &states[S_KART_RUN2]))
P_SetPlayerMobjState(mo, S_KART_RUN1);
}
// Walk frames - S_KART_WALK1 S_KART_WALK_L1 S_KART_WALK_R1
else if (mo->player->speed <= FixedMul(mo->player->runspeed, mo->scale))
{
if (cmd->buttons & BT_DRIFTRIGHT && !(mo->state == &states[S_KART_WALK_R1] || mo->state == &states[S_KART_WALK_R2]))
P_SetPlayerMobjState(mo, S_KART_WALK_R1);
else if (cmd->buttons & BT_DRIFTLEFT && !(mo->state == &states[S_KART_WALK_L1] || mo->state == &states[S_KART_WALK_L2]))
P_SetPlayerMobjState(mo, S_KART_WALK_L1);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(mo->state == &states[S_KART_WALK1] || mo->state == &states[S_KART_WALK2]))
P_SetPlayerMobjState(mo, S_KART_WALK1);
}
K_KartMoveAnimation(mo->player);
}
if (mo->player->pflags & PF_JUMPED)
@ -6623,14 +6578,13 @@ void P_MobjThinker(mobj_t *mobj)
// Shrink your items if the player shrunk too.
mobj->scale = mobj->target->scale;
P_UnsetThingPosition(mobj);
{
const angle_t fa = mobj->angle>>ANGLETOFINESHIFT;
mobj->x = mobj->target->x + FixedMul(FINECOSINE(fa),radius);
mobj->y = mobj->target->y + FixedMul(FINESINE(fa), radius);
mobj->z = mobj->target->z + HEIGHT;
P_SetThingPosition(mobj);
}
P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
mobj->momx = FixedMul(FINECOSINE(mobj->angle>>ANGLETOFINESHIFT),radius);
mobj->momy = FixedMul(FINESINE(mobj->angle>>ANGLETOFINESHIFT), radius);
if (!P_TryMove(mobj, mobj->target->x + mobj->momx, mobj->target->y + mobj->momy, false))
P_SlideMove(mobj, true);
mobj->z = mobj->floorz;
mobj->momx = mobj->momy = 0;
// Was this so hard?
if ((mobj->type == MT_GREENSHIELD && !(mobj->target->player->kartstuff[k_greenshell] & 1))
@ -9530,7 +9484,7 @@ void P_AfterPlayerSpawn(INT32 playernum)
else
p->viewz = p->mo->z + p->viewheight;
P_SetPlayerMobjState(p->mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(p->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
p->pflags &= ~PF_SPINNING;
if (playernum == consoleplayer)

View File

@ -139,6 +139,8 @@ static void P_NetArchivePlayers(void)
for (j = 0; j < NUMKARTSTUFF; j++)
WRITEINT32(save_p, players[i].kartstuff[j]);
WRITEANGLE(save_p, players[i].frameangle);
WRITEUINT8(save_p, players[i].playerstate);
WRITEUINT32(save_p, players[i].pflags);
WRITEUINT8(save_p, players[i].panim);
@ -320,6 +322,8 @@ static void P_NetUnArchivePlayers(void)
for (j = 0; j < NUMKARTSTUFF; j++)
players[i].kartstuff[j] = READINT32(save_p);
players[i].frameangle = READANGLE(save_p);
players[i].playerstate = READUINT8(save_p);
players[i].pflags = READUINT32(save_p);
players[i].panim = READUINT8(save_p);

View File

@ -2784,7 +2784,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
mo->player->rmomx = mo->player->rmomy = 1;
mo->player->cmomx = mo->player->cmomy = 0;
P_ResetPlayer(mo->player);
P_SetPlayerMobjState(mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
// Reset bot too.
if (bot) {
@ -2795,7 +2795,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
bot->player->rmomx = bot->player->rmomy = 1;
bot->player->cmomx = bot->player->cmomy = 0;
P_ResetPlayer(bot->player);
P_SetPlayerMobjState(bot, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(bot, S_KART_STND1); // SRB2kart - was S_PLAY_STND
}
}
break;

View File

@ -96,7 +96,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
P_ClearStarPost(starpostnum);
P_ResetPlayer(thing->player);
P_SetPlayerMobjState(thing, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(thing, S_KART_STND1); // SRB2kart - was S_PLAY_STND
P_FlashPal(thing->player, PAL_MIXUP, 10);
}
@ -169,7 +169,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
thing->player->rmomx = thing->player->rmomy = 0;
thing->player->speed = 0;
P_ResetPlayer(thing->player);
P_SetPlayerMobjState(thing, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(thing, S_KART_STND1); // SRB2kart - was S_PLAY_STND
}
if (flash)

View File

@ -2833,7 +2833,7 @@ static void P_DoClimbing(player_t *player) // SRB2kart - unused
if (player->climbing && P_IsObjectOnGround(player->mo))
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_KART_STND); // SRB2kart
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart
}
}
@ -3482,7 +3482,7 @@ static void P_DoSuperStuff(player_t *player)
if (!((ALL7EMERALDS(emeralds)) && (player->charflags & SF_SUPER)) && !(ALL7EMERALDS(player->powers[pw_emeralds])))
{
player->powers[pw_super] = 0;
P_SetPlayerMobjState(player->mo, S_KART_STND);
P_SetPlayerMobjState(player->mo, S_KART_STND1);
P_RestoreMusic(player);
P_SpawnShieldOrb(player);
@ -3886,7 +3886,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) // SRB2kart - unused.
{
player->skidtime = 0;
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_KART_STND);
P_SetPlayerMobjState(player->mo, S_KART_STND1);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
}
@ -4427,7 +4427,7 @@ static void P_2dMovement(player_t *player)
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
}
}
@ -4619,7 +4619,7 @@ static void P_3dMovement(player_t *player)
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
}
}
@ -6654,6 +6654,7 @@ static void P_MovePlayer(player_t *player)
// MOVEMENT ANIMATIONS //
/////////////////////////
/*
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && player->mo->z > player->mo->floorz))
{
// If the player is moving fast enough,
@ -6665,72 +6666,12 @@ static void P_MovePlayer(player_t *player)
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
P_SetPlayerMobjState (player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
}
//{ SRB2kart
// Kart frames
{
if (player->kartstuff[k_squishedtimer] > 0)
{
if (player->mo->state != &states[S_KART_SQUISH])
P_SetPlayerMobjState(player->mo, S_KART_SQUISH);
}
else if (player->kartstuff[k_spinouttimer] > 0)
{
if (!(player->mo->state >= &states[S_KART_SPIN1] && player->mo->state <= &states[S_KART_SPIN8]))
P_SetPlayerMobjState(player->mo, S_KART_SPIN1);
}
else if (player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_squishedtimer] == 0)
{
// Standing frames - S_KART_STND S_KART_STND_L S_KART_STND_R
if (player->speed == 0)
{
if (cmd->buttons & BT_DRIFTRIGHT && !(player->mo->state == &states[S_KART_STND_R]))
P_SetPlayerMobjState(player->mo, S_KART_STND_R);
else if (cmd->buttons & BT_DRIFTLEFT && !(player->mo->state == &states[S_KART_STND_L]))
P_SetPlayerMobjState(player->mo, S_KART_STND_L);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(player->mo->state == &states[S_KART_STND]))
P_SetPlayerMobjState(player->mo, S_KART_STND);
}
// Drifting Left - S_KART_DRIFT_L1
else if (player->kartstuff[k_drift] > 0 && onground)
{
if (!(player->mo->state == &states[S_KART_DRIFT_L1] || player->mo->state == &states[S_KART_DRIFT_L2]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT_L1);
}
// Drifting Right - S_KART_DRIFT_R1
else if (player->kartstuff[k_drift] < 0 && onground)
{
if (!(player->mo->state == &states[S_KART_DRIFT_R1] || player->mo->state == &states[S_KART_DRIFT_R2]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT_R1);
}
// Run frames - S_KART_RUN1 S_KART_RUN_L1 S_KART_RUN_R1
else if (player->speed > runspd)
{
if (cmd->buttons & BT_DRIFTRIGHT && !(player->mo->state == &states[S_KART_RUN_R1] || player->mo->state == &states[S_KART_RUN_R2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN_R1);
else if (cmd->buttons & BT_DRIFTLEFT && !(player->mo->state == &states[S_KART_RUN_L1] || player->mo->state == &states[S_KART_RUN_L2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN_L1);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(player->mo->state == &states[S_KART_RUN1] || player->mo->state == &states[S_KART_RUN2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
}
// Walk frames - S_KART_WALK1 S_KART_WALK_L1 S_KART_WALK_R1
else if (player->speed <= runspd)
{
if (cmd->buttons & BT_DRIFTRIGHT && !(player->mo->state == &states[S_KART_WALK_R1] || player->mo->state == &states[S_KART_WALK_R2]))
P_SetPlayerMobjState(player->mo, S_KART_WALK_R1);
else if (cmd->buttons & BT_DRIFTLEFT && !(player->mo->state == &states[S_KART_WALK_L1] || player->mo->state == &states[S_KART_WALK_L2]))
P_SetPlayerMobjState(player->mo, S_KART_WALK_L1);
else if (!(cmd->buttons & BT_DRIFTRIGHT || cmd->buttons & BT_DRIFTLEFT) && !(player->mo->state == &states[S_KART_WALK1] || player->mo->state == &states[S_KART_WALK2]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1);
}
}
}
//}
*/
// If your running animation is playing, and you're
// going too slow, switch back to the walking frames.
if (player->panim == PA_RUN && player->speed < runspd && player->kartstuff[k_spinouttimer] == 0)
P_SetPlayerMobjState(player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
//if (player->panim == PA_RUN && player->speed < runspd && player->kartstuff[k_spinouttimer] == 0)
//P_SetPlayerMobjState(player->mo, S_KART_WALK1); // SRB2kart - was S_PLAY_RUN1
// If Springing, but travelling DOWNWARD, change back!
//if (player->mo->state == &states[S_PLAY_SPRING] && P_MobjFlip(player->mo)*player->mo->momz < 0)
@ -6739,11 +6680,32 @@ static void P_MovePlayer(player_t *player)
//else if (onground && (player->mo->state == &states[S_PLAY_SPRING] || player->panim == PA_FALL || player->mo->state == &states[S_PLAY_CARRY]) && !player->mo->momz)
// P_SetPlayerMobjState(player->mo, S_PLAY_STND);
// Kart frames
if (player->kartstuff[k_squishedtimer] > 0)
{
if (player->mo->state != &states[S_KART_SQUISH])
P_SetPlayerMobjState(player->mo, S_KART_SQUISH);
}
else if (player->kartstuff[k_spinouttimer] > 0)
{
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
player->frameangle -= ANGLE_22h;
}
else if (player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_squishedtimer] == 0)
{
K_KartMoveAnimation(player);
player->frameangle = player->mo->angle;
}
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
// If you are stopped and are still walking, stand still!
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
//{ SRB2kart
// Engine Sounds.
@ -6790,7 +6752,7 @@ static void P_MovePlayer(player_t *player)
player->jumping = 0;
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
P_SetPlayerMobjState(player->mo, S_KART_STND); // SRB2kart - was S_PLAY_STND
P_SetPlayerMobjState(player->mo, S_KART_STND1); // SRB2kart - was S_PLAY_STND
}
// Cap the speed limit on a spindash
@ -9455,7 +9417,7 @@ void P_PlayerThink(player_t *player)
if (player->powers[pw_ingoop])
{
if (player->mo->state == &states[S_KART_STND]) // SRB2kart - was S_PLAY_STND
if (player->mo->state == &states[S_KART_STND1]) // SRB2kart - was S_PLAY_STND
player->mo->tics = 2;
player->powers[pw_ingoop]--;

View File

@ -1210,7 +1210,10 @@ static void R_ProjectSprite(mobj_t *thing)
if (sprframe->rotate != SRF_SINGLE || papersprite)
{
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if (thing->player)
ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
else
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if (papersprite)
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
}

View File

@ -506,11 +506,12 @@ sfxinfo_t S_sfx[NUMSFX] =
// SRB2kart - Skin sounds
{"kwin", false, 64, 0, -1, NULL, 0, SKSWIN, -1, LUMPERROR},
{"klose", false, 64, 0, -1, NULL, 0, SKSLOSE, -1, LUMPERROR},
{"slow", false, 128, 0, -1, NULL, 0, SKSSLOW, -1, LUMPERROR},
{"taunt1", false, 64, 64, -1, NULL, 0, SKSPLTNT1, -1, LUMPERROR},
{"taunt2", false, 64, 64, -1, NULL, 0, SKSPLTNT2, -1, LUMPERROR},
{"taunt3", false, 64, 64, -1, NULL, 0, SKSPLTNT3, -1, LUMPERROR},
{"taunt4", false, 64, 64, -1, NULL, 0, SKSPLTNT4, -1, LUMPERROR},
{"slow", false, 128, 32, -1, NULL, 0, SKSSLOW, -1, LUMPERROR},
{"taunt1", false, 64, 96, -1, NULL, 0, SKSPLTNT1, -1, LUMPERROR},
{"taunt2", false, 64, 96, -1, NULL, 0, SKSPLTNT2, -1, LUMPERROR},
{"taunt3", false, 64, 96, -1, NULL, 0, SKSPLTNT3, -1, LUMPERROR},
{"taunt4", false, 64, 96, -1, NULL, 0, SKSPLTNT4, -1, LUMPERROR},
{"hitem", false, 64, 32, -1, NULL, 0, SKSHITEM, -1, LUMPERROR},
// skin sounds free slots to add sounds at run time (Boris HACK!!!)
// initialized to NULL

View File

@ -46,6 +46,7 @@ typedef enum
SKSPLTNT2,
SKSPLTNT3,
SKSPLTNT4,
SKSHITEM,
NUMSKINSOUNDS
} skinsound_t;
@ -583,6 +584,7 @@ typedef enum
sfx_taunt2,
sfx_taunt3,
sfx_taunt4,
sfx_hitem,
// free slots for S_AddSoundFx() at run-time --------------------
sfx_freeslot0,