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Fix NiGHTS drill constantly starting if you're moving sideways on ground
Also disabled normal mobj friction from NiGHTS and tweaked bouncing code just in case?
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parent
89ce257248
commit
ea1cac8e24
1 changed files with 26 additions and 12 deletions
38
src/p_mobj.c
38
src/p_mobj.c
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@ -1900,6 +1900,9 @@ void P_XYMovement(mobj_t *mo)
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if (player && player->homing) // no friction for homing
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if (player && player->homing) // no friction for homing
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return;
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return;
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if (player && player->pflags & PF_NIGHTSMODE)
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return; // no friction for NiGHTS players
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#ifdef ESLOPE
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#ifdef ESLOPE
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if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
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if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
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&& (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes
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&& (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes
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@ -2656,11 +2659,16 @@ static void P_PlayerZMovement(mobj_t *mo)
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if (mo->player->pflags & PF_NIGHTSMODE)
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if (mo->player->pflags & PF_NIGHTSMODE)
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{
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{
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if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
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// bounce off floor if you were flying towards it
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mo->player->flyangle += P_MobjFlip(mo)*90;
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if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 0 && mo->player->flyangle < 180)
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else
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|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 180 && mo->player->flyangle <= 359))
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mo->player->flyangle -= P_MobjFlip(mo)*90;
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{
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mo->player->speed = FixedMul(mo->player->speed, 4*FRACUNIT/5);
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if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
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mo->player->flyangle += P_MobjFlip(mo)*90;
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else
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mo->player->flyangle -= P_MobjFlip(mo)*90;
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mo->player->speed = FixedMul(mo->player->speed, 4*FRACUNIT/5);
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}
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goto nightsdone;
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goto nightsdone;
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}
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}
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// Get up if you fell.
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// Get up if you fell.
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@ -2851,12 +2859,17 @@ nightsdone:
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if (mo->player->pflags & PF_NIGHTSMODE)
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if (mo->player->pflags & PF_NIGHTSMODE)
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{
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{
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if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
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// bounce off ceiling if you were flying towards it
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mo->player->flyangle -= P_MobjFlip(mo)*90;
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if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 180 && mo->player->flyangle <= 359)
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else
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|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 0 && mo->player->flyangle < 180))
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mo->player->flyangle += P_MobjFlip(mo)*90;
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{
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mo->player->flyangle %= 360;
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if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
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mo->player->speed = FixedMul(mo->player->speed, 4*FRACUNIT/5);
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mo->player->flyangle -= P_MobjFlip(mo)*90;
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else
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mo->player->flyangle += P_MobjFlip(mo)*90;
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mo->player->flyangle %= 360;
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mo->player->speed = FixedMul(mo->player->speed, 4*FRACUNIT/5);
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}
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}
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}
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// Check for "Mario" blocks to hit and bounce them
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// Check for "Mario" blocks to hit and bounce them
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@ -3719,7 +3732,8 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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}
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}
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else
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else
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{
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{
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mobj->player->jumping = 0;
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if (!(mobj->player->pflags & PF_NIGHTSMODE)) // "jumping" is used for drilling
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mobj->player->jumping = 0;
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mobj->player->pflags &= ~PF_JUMPED;
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mobj->player->pflags &= ~PF_JUMPED;
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if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
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if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
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{
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{
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