Merge branch 'anim-fix' into 'v1'

Fix wheel animations

See merge request KartKrew/Kart!144
This commit is contained in:
Sal 2019-05-02 09:23:22 -04:00
commit 071b335d57
2 changed files with 4 additions and 4 deletions

View file

@ -5283,7 +5283,7 @@ void G_ReadMetalTic(mobj_t *metal)
speed = FixedDiv(P_AproxDistance(oldmetal.momx, oldmetal.momy), metal->scale)>>FRACBITS; speed = FixedDiv(P_AproxDistance(oldmetal.momx, oldmetal.momy), metal->scale)>>FRACBITS;
// Use speed to decide an appropriate state // Use speed to decide an appropriate state
if (speed > 28) // default skin runspeed if (speed > 20) // default skin runspeed
statetype = 2; statetype = 2;
else if (speed > 1) // stopspeed else if (speed > 1) // stopspeed
statetype = 1; statetype = 1;

View file

@ -1668,7 +1668,7 @@ void K_KartMoveAnimation(player_t *player)
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R); P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
} }
// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R // Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
else if (player->speed > FixedMul(player->runspeed, player->mo->scale)) else if (player->speed > (20*player->mo->scale))
{ {
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R])) if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_R); P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
@ -1678,7 +1678,7 @@ void K_KartMoveAnimation(player_t *player)
P_SetPlayerMobjState(player->mo, S_KART_RUN1); P_SetPlayerMobjState(player->mo, S_KART_RUN1);
} }
// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R // Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
else if (player->speed <= FixedMul(player->runspeed, player->mo->scale)) else if (player->speed <= (20*player->mo->scale))
{ {
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R])) if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_R); P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
@ -8325,7 +8325,7 @@ static void K_drawKartFirstPerson(void)
} }
{ {
if (stplyr->speed < FixedMul(stplyr->runspeed, stplyr->mo->scale) && (leveltime & 1) && !splitscreen) if (stplyr->speed < (20*stplyr->mo->scale) && (leveltime & 1) && !splitscreen)
y++; y++;
// the following isn't EXPLICITLY right, it just gets the result we want, but i'm too lazy to look up the right way to do it // the following isn't EXPLICITLY right, it just gets the result we want, but i'm too lazy to look up the right way to do it
if (stplyr->mo->flags2 & MF2_SHADOW) if (stplyr->mo->flags2 & MF2_SHADOW)