Change attract homing thok to negate Z.

Do not keep Z momentum from homing. It is a bad idea.
This commit is contained in:
Yukita Mayako 2015-05-27 22:57:11 -04:00
parent 8a1411b122
commit 406d809bc2

View file

@ -6827,7 +6827,12 @@ static void P_MovePlayer(player_t *player)
{
P_HomingAttack(player->mo, player->mo->tracer);
if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET))
{
P_SetObjectMomZ(player->mo, 6*FRACUNIT, false);
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FRACUNIT/3);
player->homing = 0;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
@ -6839,8 +6844,7 @@ static void P_MovePlayer(player_t *player)
// If you've got a target, chase after it!
if (player->homing && player->mo->tracer)
{
if (!(player->pflags & PF_SHIELDABILITY))
P_SpawnThokMobj(player);
P_SpawnThokMobj(player);
P_HomingAttack(player->mo, player->mo->tracer);
// But if you don't, then stop homing.
@ -6856,7 +6860,7 @@ static void P_MovePlayer(player_t *player)
if (player->mo->tracer->flags2 & MF2_FRET)
P_InstaThrust(player->mo, player->mo->angle, -(player->speed>>3));
if (!(player->pflags & PF_SHIELDABILITY) && !(player->mo->tracer->flags & MF_BOSS))
if (!(player->mo->tracer->flags & MF_BOSS))
player->pflags &= ~PF_THOKKED;
}
}