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Fix wheel animations
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parent
db2935d45a
commit
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2 changed files with 3 additions and 3 deletions
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@ -5283,7 +5283,7 @@ void G_ReadMetalTic(mobj_t *metal)
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speed = FixedDiv(P_AproxDistance(oldmetal.momx, oldmetal.momy), metal->scale)>>FRACBITS;
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speed = FixedDiv(P_AproxDistance(oldmetal.momx, oldmetal.momy), metal->scale)>>FRACBITS;
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// Use speed to decide an appropriate state
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// Use speed to decide an appropriate state
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if (speed > 28) // default skin runspeed
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if (speed > 20) // default skin runspeed
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statetype = 2;
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statetype = 2;
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else if (speed > 1) // stopspeed
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else if (speed > 1) // stopspeed
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statetype = 1;
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statetype = 1;
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@ -1634,7 +1634,7 @@ void K_KartMoveAnimation(player_t *player)
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P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
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P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
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}
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}
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// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
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// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
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else if (player->speed > FixedMul(player->runspeed, player->mo->scale))
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else if (player->speed > (20*player->mo->scale))
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{
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{
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if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
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if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
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P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
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P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
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@ -1644,7 +1644,7 @@ void K_KartMoveAnimation(player_t *player)
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P_SetPlayerMobjState(player->mo, S_KART_RUN1);
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P_SetPlayerMobjState(player->mo, S_KART_RUN1);
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}
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}
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// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
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// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
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else if (player->speed <= FixedMul(player->runspeed, player->mo->scale))
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else if (player->speed <= (20*player->mo->scale))
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{
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{
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if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
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if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
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P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
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P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
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