P_SetPlayerMobjState was replaced with P_SetMobjState

P_SetPlayerMobjState was replaced with P_SetMobjState
This commit is contained in:
Logan Aerl Arias 2024-02-18 11:23:58 -05:00
parent 0d91456053
commit 1a0dff8fd3

View file

@ -8571,9 +8571,9 @@ void P_MovePlayer(player_t *player)
else if (player->mo->state-states == S_PLAY_WALK || player->mo->state-states == S_PLAY_RUN) else if (player->mo->state-states == S_PLAY_WALK || player->mo->state-states == S_PLAY_RUN)
{ //! For better visual feedback while running, switch to rise/fall states when we go airborne { //! For better visual feedback while running, switch to rise/fall states when we go airborne
if (P_MobjFlip(player->mo)*player->mo->momz > player->mo->scale * 10) if (P_MobjFlip(player->mo)*player->mo->momz > player->mo->scale * 10)
P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); P_SetMobjState(player->mo, S_PLAY_SPRING);
else else
P_SetPlayerMobjState(player->mo, S_PLAY_FALL); P_SetMobjState(player->mo, S_PLAY_FALL);
} }
// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! // If Springing (or nojumpspinning), but travelling DOWNWARD, change back!