Use PF_NOJUMPDAMAGE for whirlwind jump instead of removing jump flags (resolves #771)

This commit is contained in:
katsy 2024-02-25 13:39:17 +00:00 committed by sphere
parent 6d645acbc8
commit 6604f47931

View file

@ -4977,7 +4977,7 @@ void P_DoJumpShield(player_t *player)
}
else
{
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags |= PF_NOJUMPDAMAGE;
P_SetMobjState(player->mo, S_PLAY_FALL);
S_StartSound(player->mo, sfx_wdjump);
}