* Float ability now properly stacks with dashmode.

* Corrected a scenario where you could get a CTF flag mid-dashmode and have dashmode properties forever.
This commit is contained in:
toasterbabe 2017-02-08 16:46:16 +00:00
parent 29c48c1992
commit 7b4688732b

View file

@ -4280,7 +4280,12 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
case CA_SLOWFALL: // Slow descent hover
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
{
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE)
P_SetPlayerMobjState(player->mo, S_PLAY_PEEL);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
else
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
player->pflags |= PF_THOKKED;
player->pflags &= ~(PF_JUMPED|PF_SPINNING);
player->secondjump = 1;
@ -6701,7 +6706,7 @@ static void P_MovePlayer(player_t *player)
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
{
// If the player is in dashmode, here's their peelout.
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || player->powers[pw_super]))
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_PLAY_PEEL);
// If the player is moving fast enough,
// break into a run!
@ -9448,14 +9453,17 @@ void P_PlayerThink(player_t *player)
// Dash mode - thanks be to Iceman404
if ((player->charflags & SF_DASHMODE) && !(player->gotflag) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho.
{
if (player->secondjump != 1 && (player->speed >= FixedMul(player->runspeed, player->mo->scale) || (player->pflags & PF_STARTDASH)))
boolean totallyradical = player->speed >= FixedMul(player->runspeed, player->mo->scale);
boolean floating = (player->secondjump == 1);
if ((totallyradical && !floating) || (player->pflags & PF_STARTDASH))
{
if (dashmode < 3*TICRATE + 3)
dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
S_StartSound(player->mo, sfx_s3ka2); // If the player enters dashmode, play this sound on the the tic it starts.
}
else if (!(player->pflags & PF_SPINNING))
else if ((!totallyradical || !floating) && !(player->pflags & PF_SPINNING))
{
if (dashmode > 3)
dashmode -= 3; // Rather than lose it all, it gently counts back down!
@ -9483,8 +9491,15 @@ void P_PlayerThink(player_t *player)
ghost->fuse = 2; // Makes the images fade quickly
}
}
else
else if (dashmode)
{
if (dashmode >= 3*TICRATE) // catch getting the flag!
{
player->normalspeed = skins[player->skin].normalspeed;
player->jumpfactor = skins[player->skin].jumpfactor;
}
dashmode = 0;
}
#undef dashmode
/*
// Colormap verification