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Address checkbox 1 and 2 of #235.
* If using twinspin and have melee ability too, go into melee landing when hitting the ground. * Only have melee go directly forward if standing/idle, otherwise use drawangle.
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1 changed files with 4 additions and 3 deletions
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@ -2249,7 +2249,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
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else if (!player->skidtime)
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player->pflags &= ~PF_GLIDING;
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}
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else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
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else if (player->charability2 == CA2_MELEE && ((player->panim == PA_ABILITY2) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
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{
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if (player->mo->state-states != S_PLAY_MELEE_LANDING)
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{
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@ -4643,8 +4643,9 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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if (player->speed < FixedMul(player->maxdash, player->mo->scale))
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#endif
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{
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player->drawangle = player->mo->angle;
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
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if (player->panim == PA_IDLE)
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player->drawangle = player->mo->angle;
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P_InstaThrust(player->mo, player->drawangle, FixedMul(player->maxdash, player->mo->scale));
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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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