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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
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1 changed files with 2 additions and 3 deletions
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@ -108,7 +108,6 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
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fixed_t offx, offy;
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fixed_t offx, offy;
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fixed_t vertispeed = spring->info->mass;
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fixed_t vertispeed = spring->info->mass;
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fixed_t horizspeed = spring->info->damage;
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fixed_t horizspeed = spring->info->damage;
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fixed_t origvertispeed = vertispeed; // for vertical flipping
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if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
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if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
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return;
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return;
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@ -192,9 +191,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
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pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
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pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
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P_ResetPlayer(object->player);
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P_ResetPlayer(object->player);
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if (origvertispeed > 0)
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if (P_MobjFlip(object)*vertispeed > 0)
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P_SetPlayerMobjState(object, S_PLAY_SPRING);
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P_SetPlayerMobjState(object, S_PLAY_SPRING);
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else if (origvertispeed < 0)
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else if (P_MobjFlip(object)*vertispeed < 0)
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P_SetPlayerMobjState(object, S_PLAY_FALL1);
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P_SetPlayerMobjState(object, S_PLAY_FALL1);
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else // horizontal spring
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else // horizontal spring
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{
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{
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