Reduce severity of glide landing & move skid dust to separate function

This commit is contained in:
lachwright 2020-01-23 01:02:44 +08:00
parent 0d460aed1d
commit 32607d6195
2 changed files with 46 additions and 30 deletions

View file

@ -720,7 +720,7 @@ state_t states[NUMSTATES] =
// CA_GLIDEANDCLIMB
{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
{SPR_PLAY, SPR2_LAND, 9, {NULL}, 0, 0, S_PLAY_STND}, // S_PLAY_GLIDE_LANDING
{SPR_PLAY, SPR2_LAND, 7, {NULL}, 0, 0, S_PLAY_STND}, // S_PLAY_GLIDE_LANDING
{SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_CLING
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB

View file

@ -2329,8 +2329,10 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING);
S_StartSound(player->mo, sfx_s3k4c);
player->pflags |= PF_STASIS;
player->mo->momx = ((player->mo->momx - player->cmomx)/3) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/3) + player->cmomy;
if (player->speed > FixedMul(player->runspeed, player->mo->scale))
player->skidtime += player->mo->tics;
player->mo->momx = ((player->mo->momx - player->cmomx) >> 1) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy) >> 1) + player->cmomy;
}
}
else if (player->charability2 == CA2_MELEE
@ -2380,6 +2382,8 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
}
}
}
else if (player->charability == CA_GLIDEANDCLIMB && (player->mo->state-states == S_PLAY_GLIDE_LANDING))
;
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
@ -7852,6 +7856,36 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
}
}
//
// P_SpawnSkidDust
//
// Spawns spindash dust randomly around the mobj using its radius as a bound
//
static void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound)
{
mobj_t *mo = player->mo;
mobj_t *particle;
radius >>= FRACBITS;
if (radius)
particle = P_SpawnMobjFromMobj(mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST);
else
particle = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_SPINDUST);
particle->tics = 10;
particle->destscale = (2*mo->scale)/3;
P_SetScale(particle, particle->destscale);
P_SetObjectMomZ(particle, FRACUNIT, false);
if (mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
else if (player->powers[pw_shield] == SH_ELEMENTAL)
P_SetMobjState(particle, S_SPINDUST_FIRE1);
if (sound)
S_StartSound(mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
}
static void P_SkidStuff(player_t *player)
{
fixed_t pmx = player->rmomx + player->cmomx;
@ -7874,8 +7908,10 @@ static void P_SkidStuff(player_t *player)
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING);
player->pflags |= PF_STASIS;
player->mo->momx = ((player->mo->momx - player->cmomx)/3) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/3) + player->cmomy;
if (player->speed > FixedMul(player->runspeed, player->mo->scale))
player->skidtime += player->mo->tics;
player->mo->momx = ((player->mo->momx - player->cmomx) >> 1) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy) >> 1) + player->cmomy;
}
// Didn't stop yet? Skid FOREVER!
else if (player->skidtime == 1)
@ -7883,20 +7919,7 @@ static void P_SkidStuff(player_t *player)
// Spawn a particle every 3 tics.
else if (!(player->skidtime % 3))
{
fixed_t radius = player->mo->radius >> FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST);
particle->tics = 10;
particle->destscale = (2*player->mo->scale)/3;
P_SetScale(particle, particle->destscale);
P_SetObjectMomZ(particle, FRACUNIT, false);
if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
else if (player->powers[pw_shield] == SH_ELEMENTAL)
P_SetMobjState(particle, S_SPINDUST_FIRE1);
S_StartSound(player->mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
P_SpawnSkidDust(player, player->mo->radius, true);
}
}
// Skidding!
@ -7907,17 +7930,10 @@ static void P_SkidStuff(player_t *player)
// Spawn a particle every 3 tics.
if (!(player->skidtime % 3))
{
mobj_t *particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST);
particle->tics = 10;
particle->destscale = (2*player->mo->scale)/3;
P_SetScale(particle, particle->destscale);
P_SetObjectMomZ(particle, FRACUNIT, false);
if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
else if (player->powers[pw_shield] == SH_ELEMENTAL)
P_SetMobjState(particle, S_SPINDUST_FIRE1);
if (player->mo->state-states == S_PLAY_GLIDE_LANDING)
P_SpawnSkidDust(player, player->mo->radius, true);
else
P_SpawnSkidDust(player, 0, false);
}
}
else if (P_AproxDistance(pmx, pmy) >= FixedMul(player->runspeed/2, player->mo->scale) // if you were moving faster than half your run speed last frame