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https://git.do.srb2.org/STJr/SRB2.git
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Revert "Remove PF_SPINNING upon use of any jump ability, so that directionchar works properly"
This reverts commit 4f18f6d3cf
.
This commit is contained in:
parent
4f18f6d3cf
commit
04c0217774
1 changed files with 180 additions and 183 deletions
363
src/p_user.c
363
src/p_user.c
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@ -5012,7 +5012,7 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
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static void P_DoTwinSpin(player_t *player)
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{
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player->pflags &= ~(PF_NOJUMPDAMAGE|PF_SPINNING);
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player->pflags &= ~PF_NOJUMPDAMAGE;
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player->pflags |= P_GetJumpFlags(player) | PF_THOKKED;
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S_StartSound(player->mo, sfx_s3k42);
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player->mo->frame = 0;
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@ -5286,197 +5286,194 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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else if (player->pflags & PF_JUMPED)
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{
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if (!LUAh_AbilitySpecial(player))
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switch (player->charability)
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{
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switch (player->charability)
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{
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case CA_THOK:
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case CA_HOMINGTHOK:
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case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original
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// Now it's Sonic's abilities turn!
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// THOK!
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if (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY))
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case CA_THOK:
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case CA_HOMINGTHOK:
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case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original
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// Now it's Sonic's abilities turn!
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// THOK!
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if (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY))
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{
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// Catapult the player
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fixed_t actionspd = player->actionspd;
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if (player->charflags & SF_DASHMODE)
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actionspd = max(player->normalspeed, FixedDiv(player->speed, player->mo->scale));
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if (player->mo->eflags & MFE_UNDERWATER)
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actionspd >>= 1;
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if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
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{
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// Catapult the player
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fixed_t actionspd = player->actionspd;
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if (player->charflags & SF_DASHMODE)
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actionspd = max(player->normalspeed, FixedDiv(player->speed, player->mo->scale));
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if (player->mo->eflags & MFE_UNDERWATER)
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actionspd >>= 1;
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if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
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{
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player->pflags &= ~PF_JUMPED;
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P_DoJump(player, false);
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}
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
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if (maptol & TOL_2D)
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{
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player->mo->momx /= 2;
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player->mo->momy /= 2;
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}
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if (player->charability == CA_HOMINGTHOK)
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{
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player->mo->momx /= 2;
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player->mo->momy /= 2;
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}
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if (player->charability == CA_HOMINGTHOK)
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{
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P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonthok));
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if (lockonthok)
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonthok->x, lockonthok->y);
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player->homing = 3*TICRATE;
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}
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else
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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player->pflags &= ~PF_JUMPED;
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player->mo->height = P_GetPlayerHeight(player);
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}
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player->pflags &= ~PF_NOJUMPDAMAGE;
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}
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player->drawangle = player->mo->angle;
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if (player->mo->info->attacksound && !player->spectator)
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S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound
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P_SpawnThokMobj(player);
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player->pflags &= ~(PF_STARTDASH);
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player->pflags |= PF_THOKKED;
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// Change localangle to match for simple controls? (P.S. chalupa)
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// disabled because it seemed to disorient people and Z-targeting exists now
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/*if (!demoplayback)
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{
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if (player == &players[consoleplayer] && cv_cam_turnfacingability[0].value > 0 && !(PLAYER1INPUTDOWN(gc_turnleft) || PLAYER1INPUTDOWN(gc_turnright)))
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P_SetPlayerAngle(player, player->mo->angle);;
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else if (player == &players[secondarydisplayplayer] && cv_cam_turnfacingability[1].value > 0 && !(PLAYER2INPUTDOWN(gc_turnleft) || PLAYER2INPUTDOWN(gc_turnright)))
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P_SetPlayerAngle(player, player->mo->angle);
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}*/
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}
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break;
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case CA_FLY:
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case CA_SWIM:
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// If currently in the air from a jump, and you pressed the
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// button again and have the ability to fly, do so!
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if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
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; // Can't do anything if you're a fish out of water!
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else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly]))
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation
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player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_STARTDASH);
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if (player->bot == 1)
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player->pflags |= PF_THOKKED;
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else
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player->pflags |= (PF_THOKKED|PF_CANCARRY);
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}
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break;
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case CA_GLIDEANDCLIMB:
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// Now Knuckles-type abilities are checked.
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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fixed_t glidespeed = FixedMul(player->actionspd, player->mo->scale);
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fixed_t playerspeed = player->speed;
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if (player->mo->eflags & MFE_UNDERWATER)
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{
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glidespeed >>= 1;
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playerspeed = 2*playerspeed/3;
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if (!(player->powers[pw_super] || player->powers[pw_sneakers]))
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{
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player->mo->momx = (2*(player->mo->momx - player->cmomx)/3) + player->cmomx;
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player->mo->momy = (2*(player->mo->momy - player->cmomy)/3) + player->cmomy;
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}
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}
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player->pflags |= PF_GLIDING|PF_THOKKED;
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player->glidetime = 0;
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P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
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if (playerspeed < glidespeed)
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P_Thrust(player->mo, player->mo->angle, glidespeed - playerspeed);
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player->pflags &= ~(PF_STARTDASH);
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}
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break;
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case CA_DOUBLEJUMP: // Double-Jump
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if (!(player->pflags & PF_THOKKED) || ((player->charflags & SF_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS))))
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{
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player->pflags |= PF_THOKKED;
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player->pflags &= ~PF_JUMPED;
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P_DoJump(player, true);
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player->secondjump++;
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P_DoJump(player, false);
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}
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break;
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case CA_FLOAT: // Float
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case CA_SLOWFALL: // Slow descent hover
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
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if (maptol & TOL_2D)
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{
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if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
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player->mo->momx /= 2;
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player->mo->momy /= 2;
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}
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if (player->charability == CA_HOMINGTHOK)
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{
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player->mo->momx /= 2;
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player->mo->momy /= 2;
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}
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if (player->charability == CA_HOMINGTHOK)
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{
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P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonthok));
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if (lockonthok)
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonthok->x, lockonthok->y);
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player->homing = 3*TICRATE;
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}
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else
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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player->pflags &= ~PF_JUMPED;
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player->mo->height = P_GetPlayerHeight(player);
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}
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player->pflags &= ~PF_NOJUMPDAMAGE;
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}
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player->drawangle = player->mo->angle;
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if (player->mo->info->attacksound && !player->spectator)
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S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound
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P_SpawnThokMobj(player);
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player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
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player->pflags |= PF_THOKKED;
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// Change localangle to match for simple controls? (P.S. chalupa)
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// disabled because it seemed to disorient people and Z-targeting exists now
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/*if (!demoplayback)
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{
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if (player == &players[consoleplayer] && cv_cam_turnfacingability[0].value > 0 && !(PLAYER1INPUTDOWN(gc_turnleft) || PLAYER1INPUTDOWN(gc_turnright)))
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P_SetPlayerAngle(player, player->mo->angle);;
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else if (player == &players[secondarydisplayplayer] && cv_cam_turnfacingability[1].value > 0 && !(PLAYER2INPUTDOWN(gc_turnleft) || PLAYER2INPUTDOWN(gc_turnright)))
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P_SetPlayerAngle(player, player->mo->angle);
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}*/
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}
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break;
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case CA_FLY:
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case CA_SWIM:
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// If currently in the air from a jump, and you pressed the
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// button again and have the ability to fly, do so!
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if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
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; // Can't do anything if you're a fish out of water!
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else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly]))
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation
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player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_STARTDASH);
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if (player->bot == 1)
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player->pflags |= PF_THOKKED;
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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player->secondjump = 1;
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}
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break;
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case CA_TELEKINESIS:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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else
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player->pflags |= (PF_THOKKED|PF_CANCARRY);
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}
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break;
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case CA_GLIDEANDCLIMB:
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// Now Knuckles-type abilities are checked.
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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fixed_t glidespeed = FixedMul(player->actionspd, player->mo->scale);
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fixed_t playerspeed = player->speed;
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if (player->mo->eflags & MFE_UNDERWATER)
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{
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P_Telekinesis(player,
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FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player)
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FixedMul(384*FRACUNIT, player->mo->scale));
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glidespeed >>= 1;
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playerspeed = 2*playerspeed/3;
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if (!(player->powers[pw_super] || player->powers[pw_sneakers]))
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{
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player->mo->momx = (2*(player->mo->momx - player->cmomx)/3) + player->cmomx;
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player->mo->momy = (2*(player->mo->momy - player->cmomy)/3) + player->cmomy;
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}
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}
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break;
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case CA_FALLSWITCH:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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player->mo->momz = -player->mo->momz;
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P_SpawnThokMobj(player);
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player->pflags |= PF_THOKKED;
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}
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break;
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case CA_AIRDRILL:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3;
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player->pflags |= PF_THOKKED;
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S_StartSound(player->mo, sfx_spndsh);
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}
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break;
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case CA_BOUNCE:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE);
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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player->pflags |= PF_THOKKED|PF_BOUNCING;
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player->mo->momx >>= 1;
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player->mo->momy >>= 1;
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player->mo->momz >>= 1;
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}
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break;
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case CA_TWINSPIN:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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P_DoTwinSpin(player);
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break;
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default:
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break;
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}
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player->pflags &= ~PF_SPINNING;
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player->pflags |= PF_GLIDING|PF_THOKKED;
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player->glidetime = 0;
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P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
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if (playerspeed < glidespeed)
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P_Thrust(player->mo, player->mo->angle, glidespeed - playerspeed);
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player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
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}
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break;
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case CA_DOUBLEJUMP: // Double-Jump
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if (!(player->pflags & PF_THOKKED) || ((player->charflags & SF_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS))))
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{
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player->pflags |= PF_THOKKED;
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player->pflags &= ~PF_JUMPED;
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P_DoJump(player, true);
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player->secondjump++;
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}
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break;
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case CA_FLOAT: // Float
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case CA_SLOWFALL: // Slow descent hover
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
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else
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
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player->pflags |= PF_THOKKED;
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING);
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player->secondjump = 1;
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}
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break;
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case CA_TELEKINESIS:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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P_Telekinesis(player,
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FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player)
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FixedMul(384*FRACUNIT, player->mo->scale));
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}
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break;
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case CA_FALLSWITCH:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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player->mo->momz = -player->mo->momz;
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P_SpawnThokMobj(player);
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player->pflags |= PF_THOKKED;
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}
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break;
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case CA_AIRDRILL:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3;
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player->pflags |= PF_THOKKED;
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S_StartSound(player->mo, sfx_spndsh);
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}
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break;
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case CA_BOUNCE:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE);
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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player->pflags |= PF_THOKKED|PF_BOUNCING;
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player->mo->momx >>= 1;
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player->mo->momy >>= 1;
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player->mo->momz >>= 1;
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}
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break;
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case CA_TWINSPIN:
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if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
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P_DoTwinSpin(player);
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break;
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default:
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break;
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}
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}
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else if (player->pflags & PF_THOKKED)
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