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Replace PF_USEDOWN with PF_SPINDOWN
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999d8018ca
commit
1f1589384a
4 changed files with 21 additions and 21 deletions
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@ -115,7 +115,7 @@ typedef enum
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// True if button down last tic.
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PF_ATTACKDOWN = 1<<7,
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PF_USEDOWN = 1<<8,
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PF_SPINDOWN = 1<<8,
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PF_JUMPDOWN = 1<<9,
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PF_WPNDOWN = 1<<10,
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@ -9049,7 +9049,7 @@ static const char *const PLAYERFLAG_LIST[] = {
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// True if button down last tic.
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"ATTACKDOWN",
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"USEDOWN",
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"SPINDOWN",
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"JUMPDOWN",
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"WPNDOWN",
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@ -2570,7 +2570,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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p->spheres = spheres;
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// Don't do anything immediately
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p->pflags |= PF_USEDOWN;
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p->pflags |= PF_SPINDOWN;
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p->pflags |= PF_ATTACKDOWN;
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p->pflags |= PF_JUMPDOWN;
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36
src/p_user.c
36
src/p_user.c
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@ -665,7 +665,7 @@ static void P_DeNightserizePlayer(player_t *player)
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player->powers[pw_carry] = CR_NIGHTSFALL;
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player->powers[pw_underwater] = 0;
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player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
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player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
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player->secondjump = 0;
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player->homing = 0;
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player->climbing = 0;
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@ -795,7 +795,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
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}
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}
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player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
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player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
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player->homing = 0;
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player->mo->fuse = 0;
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player->speed = 0;
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@ -4592,12 +4592,12 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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case CA2_SPINDASH: // Spinning and Spindashing
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// Start revving
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if ((cmd->buttons & BT_SPIN) && (player->speed < FixedMul(5<<FRACBITS, player->mo->scale) || player->mo->state - states == S_PLAY_GLIDE_LANDING)
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&& !player->mo->momz && onground && !(player->pflags & (PF_USEDOWN|PF_SPINNING))
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&& !player->mo->momz && onground && !(player->pflags & (PF_SPINDOWN|PF_SPINNING))
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&& canstand)
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{
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player->mo->momx = player->cmomx;
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player->mo->momy = player->cmomy;
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player->pflags |= (PF_USEDOWN|PF_STARTDASH|PF_SPINNING);
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player->pflags |= (PF_SPINDOWN|PF_STARTDASH|PF_SPINNING);
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player->dashspeed = player->mindash;
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P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH);
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if (!player->spectator)
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@ -4639,16 +4639,16 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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// AKA Just go into a spin on the ground, you idiot. ;)
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else if ((cmd->buttons & BT_SPIN || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
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&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
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|| !canstand) && !(player->pflags & (PF_USEDOWN|PF_SPINNING)))
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|| !canstand) && !(player->pflags & (PF_SPINDOWN|PF_SPINNING)))
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{
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player->pflags |= (PF_USEDOWN|PF_SPINNING);
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player->pflags |= (PF_SPINDOWN|PF_SPINNING);
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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if (!player->spectator)
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S_StartSound(player->mo, sfx_spin);
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}
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else
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// Catapult the player from a spindash rev!
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if (onground && !(player->pflags & PF_USEDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))
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if (onground && !(player->pflags & PF_SPINDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))
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{
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player->pflags &= ~PF_STARTDASH;
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if (player->powers[pw_carry] == CR_BRAKGOOP)
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@ -4690,7 +4690,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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P_SetTarget(&visual->target, lockon);
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}
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}
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if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_USEDOWN))
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if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_SPINDOWN))
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{
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mobj_t *bullet;
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@ -4719,7 +4719,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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player->mo->momx >>= 1;
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player->mo->momy >>= 1;
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player->pflags |= PF_USEDOWN;
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player->pflags |= PF_SPINDOWN;
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P_SetWeaponDelay(player, TICRATE/2);
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}
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}
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@ -4727,7 +4727,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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break;
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case CA2_MELEE: // Melee attack
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if (player->panim != PA_ABILITY2 && (cmd->buttons & BT_SPIN)
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&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN)
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&& !player->mo->momz && onground && !(player->pflags & PF_SPINDOWN)
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&& canstand)
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{
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P_ResetPlayer(player);
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@ -4767,7 +4767,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
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S_StartSound(player->mo, sfx_s3k42);
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}
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player->pflags |= PF_USEDOWN;
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player->pflags |= PF_SPINDOWN;
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}
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break;
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}
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@ -5040,7 +5040,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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;
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else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
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;
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else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_USEDOWN)
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else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
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&& ((!(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX)))) // thokked is optional if you're bubblewrapped
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{
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
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@ -5142,7 +5142,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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}
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else if ((cmd->buttons & BT_SPIN))
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{
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if (!(player->pflags & PF_USEDOWN) && P_SuperReady(player))
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if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player))
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{
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// If you can turn super and aren't already,
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// and you don't have a shield, do it!
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@ -5172,7 +5172,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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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|PF_USEDOWN)) || (player->charflags & SF_MULTIABILITY))
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if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (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 (pulling towards player)
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@ -5180,7 +5180,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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}
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break;
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case CA_TWINSPIN:
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if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || player->charflags & SF_MULTIABILITY))
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if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || 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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@ -8830,7 +8830,7 @@ static void P_DoRopeHang(player_t *player)
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if (player->cmd.buttons & BT_SPIN && !(player->pflags & PF_STASIS)) // Drop off of the rope
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{
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player->pflags |= (P_GetJumpFlags(player)|PF_USEDOWN);
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player->pflags |= (P_GetJumpFlags(player)|PF_SPINDOWN);
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P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
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P_SetTarget(&player->mo->tracer, NULL);
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@ -12065,9 +12065,9 @@ void P_PlayerThink(player_t *player)
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if (player->powers[pw_carry] != CR_NIGHTSMODE)
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{
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if (cmd->buttons & BT_SPIN)
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player->pflags |= PF_USEDOWN;
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player->pflags |= PF_SPINDOWN;
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else
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player->pflags &= ~PF_USEDOWN;
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player->pflags &= ~PF_SPINDOWN;
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}
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// IF PLAYER NOT HERE THEN FLASH END IF
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