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Merge branch 'setflip' into 'next'
Add "allowflip" Parameter to P_DoJump See merge request STJr/SRB2!2158
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commit
474d112ae4
3 changed files with 13 additions and 12 deletions
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@ -1712,11 +1712,12 @@ static int lib_pDoJump(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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boolean soundandstate = (boolean)lua_opttrueboolean(L, 2);
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boolean allowflip = (boolean)lua_opttrueboolean(L, 3);
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NOHUD
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INLEVEL
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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P_DoJump(player, soundandstate);
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P_DoJump(player, soundandstate, allowflip);
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return 0;
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}
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@ -204,7 +204,7 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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boolean P_SuperReady(player_t *player, boolean transform);
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void P_DoJump(player_t *player, boolean soundandstate);
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void P_DoJump(player_t *player, boolean soundandstate, boolean allowflip);
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void P_DoSpinDashDust(player_t *player);
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#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
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boolean P_TransferToNextMare(player_t *player);
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20
src/p_user.c
20
src/p_user.c
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@ -4482,7 +4482,7 @@ boolean P_SuperReady(player_t *player, boolean transform)
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//
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// Jump routine for the player
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//
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void P_DoJump(player_t *player, boolean soundandstate)
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void P_DoJump(player_t *player, boolean soundandstate, boolean allowflip)
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{
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fixed_t factor;
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const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20;
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@ -4655,7 +4655,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
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if (player->charflags & SF_NOJUMPDAMAGE)
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player->pflags &= ~PF_SPINNING;
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if (P_InJumpFlipSector(player->mo)) // Flip gravity on jump?
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if (allowflip && P_InJumpFlipSector(player->mo)) // Flip gravity on jump?
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{
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player->mo->flags2 ^= MF2_OBJECTFLIP;
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S_StartSound(player->mo, sfx_s3k73); // Play gravity flip sound
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@ -4876,7 +4876,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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#if 0
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if ((player->charability == CA_TWINSPIN) && (player->speed > FixedMul(player->runspeed, player->mo->scale)))
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{
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P_DoJump(player, false);
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P_DoJump(player, false, false);
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player->pflags &= ~PF_STARTJUMP;
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player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times.
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P_SetMobjState(player->mo, S_PLAY_TWINSPIN);
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@ -4956,7 +4956,7 @@ void P_DoJumpShield(player_t *player)
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return;
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player->pflags &= ~PF_JUMPED;
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P_DoJump(player, false);
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P_DoJump(player, false, true);
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player->secondjump = 0;
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player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
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player->pflags &= ~(PF_STARTJUMP|PF_SPINNING|PF_BOUNCING);
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@ -5002,7 +5002,7 @@ void P_DoBubbleBounce(player_t *player)
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SHIELDABILITY);
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S_StartSound(player->mo, sfx_s3k44);
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P_MobjCheckWater(player->mo);
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P_DoJump(player, false);
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P_DoJump(player, false, false);
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if (player->charflags & SF_NOJUMPSPIN)
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P_SetMobjState(player->mo, S_PLAY_FALL);
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else
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@ -5032,7 +5032,7 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz)
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else if (player->mo->eflags & MFE_UNDERWATER)
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prevmomz /= 2;
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P_DoJump(player, false);
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P_DoJump(player, false, false);
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player->pflags &= ~(PF_STARTJUMP|PF_JUMPED);
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minmomz = FixedMul(player->mo->momz, 3*FRACUNIT/2);
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@ -5405,7 +5405,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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// Jump S3&K style while in quicksand.
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else if (P_InQuicksand(player->mo))
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{
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P_DoJump(player, true);
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P_DoJump(player, true, false);
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player->secondjump = 0;
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player->pflags &= ~PF_THOKKED;
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}
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@ -5418,7 +5418,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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// can't jump while in air, can't jump while jumping
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else if (onground || player->climbing || player->powers[pw_carry])
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{
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P_DoJump(player, true);
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P_DoJump(player, true, true);
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player->secondjump = 0;
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player->pflags &= ~PF_THOKKED;
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}
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@ -5448,7 +5448,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
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{
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player->pflags &= ~PF_JUMPED;
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P_DoJump(player, false);
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P_DoJump(player, false, true);
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}
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
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@ -5557,7 +5557,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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{
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player->pflags |= PF_THOKKED;
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player->pflags &= ~(PF_JUMPED|PF_SPINNING);
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P_DoJump(player, true);
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P_DoJump(player, true, true);
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player->secondjump++;
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}
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break;
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