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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'dashmode' into 'master'
Dashmode This branch Metal Sonic's abilities (CA_DASHMODE) to the game. See merge request !26
This commit is contained in:
commit
9b15247191
11 changed files with 135 additions and 5 deletions
|
@ -531,6 +531,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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rsp->deadtimer = players[i].deadtimer;
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rsp->exiting = (tic_t)LONG(players[i].exiting);
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rsp->homing = players[i].homing;
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rsp->dashmode = (tic_t)LONG(players[i].dashmode);
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rsp->skidtime = (tic_t)LONG(players[i].skidtime);
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rsp->cmomx = (fixed_t)LONG(players[i].cmomx);
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rsp->cmomy = (fixed_t)LONG(players[i].cmomy);
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@ -657,6 +658,7 @@ static void resynch_read_player(resynch_pak *rsp)
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players[i].deadtimer = rsp->deadtimer;
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players[i].exiting = (tic_t)LONG(rsp->exiting);
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players[i].homing = rsp->homing;
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players[i].dashmode = (tic_t)LONG(rsp->dashmode);
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players[i].skidtime = (tic_t)LONG(rsp->skidtime);
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players[i].cmomx = (fixed_t)LONG(rsp->cmomx);
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players[i].cmomy = (fixed_t)LONG(rsp->cmomy);
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@ -191,6 +191,7 @@ typedef struct
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INT32 deadtimer;
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tic_t exiting;
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UINT8 homing;
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tic_t dashmode;
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tic_t skidtime;
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fixed_t cmomx;
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fixed_t cmomy;
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@ -57,7 +57,8 @@ typedef enum
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CA_FALLSWITCH,
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CA_JUMPBOOST,
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CA_AIRDRILL,
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CA_JUMPTHOK
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CA_JUMPTHOK,
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CA_DASHMODE
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} charability_t;
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//Secondary skin abilities
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@ -164,6 +165,7 @@ typedef enum
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PA_EDGE,
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PA_WALK,
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PA_RUN,
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PA_PEEL,
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PA_PAIN,
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PA_ROLL,
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PA_SPRING,
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@ -351,6 +353,7 @@ typedef struct player_s
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tic_t exiting; // Exitlevel timer
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UINT8 homing; // Are you homing?
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tic_t dashmode; // counter for dashmode ability
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tic_t skidtime; // Skid timer
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@ -3794,6 +3794,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PLAY_WAIT",
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"S_PLAY_WALK",
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"S_PLAY_RUN",
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"S_PLAY_PEEL",
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"S_PLAY_PAIN",
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"S_PLAY_DEAD",
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"S_PLAY_DRWN",
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@ -3819,6 +3820,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PLAY_SUPER_STND",
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"S_PLAY_SUPER_WALK",
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"S_PLAY_SUPER_RUN",
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"S_PLAY_SUPER_PEEL",
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"S_PLAY_SUPER_PAIN",
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"S_PLAY_SUPER_STUN",
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"S_PLAY_SUPER_DEAD",
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@ -7141,6 +7143,7 @@ struct {
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{"CA_JUMPBOOST",CA_JUMPBOOST},
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{"CA_AIRDRILL",CA_AIRDRILL},
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{"CA_JUMPTHOK",CA_JUMPTHOK},
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{"CA_DASHMODE",CA_DASHMODE},
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// Secondary
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{"CA2_NONE",CA2_NONE}, // now slot 0!
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{"CA2_SPINDASH",CA2_SPINDASH},
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@ -7191,6 +7194,7 @@ struct {
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{"PA_EDGE",PA_EDGE},
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{"PA_WALK",PA_WALK},
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{"PA_RUN",PA_RUN},
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{"PA_PEEL",PA_PEEL},
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{"PA_PAIN",PA_PAIN},
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{"PA_ROLL",PA_ROLL},
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{"PA_SPRING",PA_SPRING},
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@ -62,6 +62,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"WAIT",
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"WALK",
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"RUN_",
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"PEEL",
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"PAIN",
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"DEAD",
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"DRWN",
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@ -88,6 +89,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"SSTD",
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"SWLK",
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"SRUN",
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"SPEE",
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"SPAN",
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"SMSL",
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"SDTH",
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@ -132,6 +134,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT
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{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
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{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
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{SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL
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{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN
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{SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
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{SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN
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@ -157,6 +160,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND
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{SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
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{SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN
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{SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
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{SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN
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{SPR_PLAY, SPR2_SMSL, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN
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{SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD
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@ -581,6 +581,7 @@ enum playersprite
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SPR2_WAIT,
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SPR2_WALK,
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SPR2_RUN ,
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SPR2_PEEL,
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SPR2_PAIN,
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SPR2_DEAD,
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SPR2_DRWN,
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@ -607,6 +608,7 @@ enum playersprite
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SPR2_SSTD,
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SPR2_SWLK,
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SPR2_SRUN,
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SPR2_SPEE,
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SPR2_SPAN,
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SPR2_SMSL,
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SPR2_SDTH,
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@ -645,6 +647,7 @@ typedef enum state
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S_PLAY_WAIT,
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S_PLAY_WALK,
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S_PLAY_RUN,
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S_PLAY_PEEL,
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S_PLAY_PAIN,
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S_PLAY_DEAD,
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S_PLAY_DRWN,
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@ -670,6 +673,7 @@ typedef enum state
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S_PLAY_SUPER_STND,
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S_PLAY_SUPER_WALK,
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S_PLAY_SUPER_RUN,
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S_PLAY_SUPER_PEEL,
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S_PLAY_SUPER_PAIN,
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S_PLAY_SUPER_STUN,
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S_PLAY_SUPER_DEAD,
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@ -202,6 +202,8 @@ static int player_get(lua_State *L)
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lua_pushinteger(L, plr->exiting);
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else if (fastcmp(field,"homing"))
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lua_pushinteger(L, plr->homing);
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else if (fastcmp(field,"dashmode"))
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lua_pushinteger(L, plr->dashmode);
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else if (fastcmp(field,"skidtime"))
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lua_pushinteger(L, plr->skidtime);
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else if (fastcmp(field,"cmomx"))
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@ -459,6 +461,8 @@ static int player_set(lua_State *L)
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plr->exiting = (tic_t)luaL_checkinteger(L, 3);
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else if (fastcmp(field,"homing"))
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plr->homing = (UINT8)luaL_checkinteger(L, 3);
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else if (fastcmp(field,"dashmode"))
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plr->dashmode = (tic_t)luaL_checkinteger(L, 3);
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else if (fastcmp(field,"skidtime"))
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plr->skidtime = (tic_t)luaL_checkinteger(L, 3);
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else if (fastcmp(field,"cmomx"))
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29
src/p_map.c
29
src/p_map.c
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@ -448,6 +448,35 @@ static boolean PIT_CheckThing(mobj_t *thing)
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return true;
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}
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// Dashmode users destroy spikes and monitors.
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if ((tmthing->player) && (tmthing->player->charability == CA_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE)
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&& (thing->flags & (MF_MONITOR) || thing->type == MT_SPIKE))
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{
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if ((thing->flags & (MF_MONITOR)) && (thing->health <= 0 || !(thing->flags & MF_SHOOTABLE)))
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return true;
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blockdist = thing->radius + tmthing->radius;
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if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
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return true; // didn't hit it
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// see if it went over / under
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if (tmthing->z > thing->z + thing->height)
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return true; // overhead
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if (tmthing->z + tmthing->height < thing->z)
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return true; // underneath
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if (thing->type == MT_SPIKE)
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{
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S_StartSound(tmthing, thing->info->deathsound);
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for (thing = thing->subsector->sector->thinglist; thing; thing = thing->snext)
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if (thing->type == MT_SPIKE && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < FixedMul(56*FRACUNIT, thing->scale))
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P_KillMobj(thing, tmthing, tmthing, 0);
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}
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else
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{
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thing->health = 0;
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P_KillMobj(thing, tmthing, tmthing, 0);
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}
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return true;
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}
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if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE)))
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return true;
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20
src/p_mobj.c
20
src/p_mobj.c
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@ -175,6 +175,8 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK);
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case S_PLAY_RUN:
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN);
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case S_PLAY_PEEL:
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PEEL);
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case S_PLAY_PAIN:
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return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PAIN);
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case S_PLAY_DEAD:
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@ -231,6 +233,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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case S_PLAY_SUPER_RUN:
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player->panim = PA_RUN;
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break;
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case S_PLAY_PEEL:
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case S_PLAY_SUPER_PEEL:
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player->panim = PA_PEEL;
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break;
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case S_PLAY_PAIN:
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case S_PLAY_SUPER_PAIN:
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case S_PLAY_SUPER_STUN:
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@ -316,7 +322,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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else
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mobj->tics = 4;
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}
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else if (player->panim == PA_RUN)
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else if ((player->panim == PA_RUN) || (player->panim == PA_PEEL))
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{
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if (speed > 52<<FRACBITS)
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mobj->tics = 1;
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@ -339,6 +345,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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{
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switch(spr2)
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{
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case SPR2_PEEL:
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spr2 = SPR2_RUN;
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break;
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case SPR2_RUN:
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spr2 = SPR2_WALK;
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break;
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@ -393,6 +402,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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case SPR2_SRUN:
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spr2 = SPR2_RUN;
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break;
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case SPR2_SPEE:
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spr2 = SPR2_PEEL;
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break;
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case SPR2_SPAN:
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spr2 = SPR2_PAIN;
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break;
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@ -2969,7 +2981,9 @@ static void P_PlayerZMovement(mobj_t *mo)
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{
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if (mo->player->cmomx || mo->player->cmomy)
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{
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if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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else if ((mo->player->rmomx || mo->player->rmomy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT))
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P_SetPlayerMobjState(mo, S_PLAY_WALK);
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@ -2978,6 +2992,8 @@ static void P_PlayerZMovement(mobj_t *mo)
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}
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else
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{
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if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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else if ((mo->momx || mo->momy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT))
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@ -162,6 +162,7 @@ static void P_NetArchivePlayers(void)
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WRITEINT32(save_p, players[i].deadtimer);
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WRITEUINT32(save_p, players[i].exiting);
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WRITEUINT8(save_p, players[i].homing);
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WRITEUINT32(save_p, players[i].dashmode);
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WRITEUINT32(save_p, players[i].skidtime);
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////////////////////////////
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@ -337,6 +338,7 @@ static void P_NetUnArchivePlayers(void)
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players[i].deadtimer = READINT32(save_p); // End game if game over lasts too long
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players[i].exiting = READUINT32(save_p); // Exitlevel timer
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players[i].homing = READUINT8(save_p); // Are you homing?
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players[i].dashmode = READUINT32(save_p); // counter for dashmode ability
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players[i].skidtime = READUINT32(save_p); // Skid timer
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////////////////////////////
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65
src/p_user.c
65
src/p_user.c
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@ -3452,6 +3452,9 @@ static void P_DoSuperStuff(player_t *player)
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case S_PLAY_SUPER_RUN:
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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break;
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case S_PLAY_SUPER_PEEL:
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P_SetPlayerMobjState(player->mo, S_PLAY_PEEL);
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break;
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case S_PLAY_SUPER_PAIN:
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P_SetPlayerMobjState(player->mo, S_PLAY_PAIN);
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break;
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@ -3991,19 +3994,26 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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case CA_THOK:
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case CA_HOMINGTHOK:
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case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original
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case CA_DASHMODE: // Credit goes to Iceman404
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// Now it's Sonic's abilities turn!
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// THOK!
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if (!(player->pflags & PF_THOKKED) || (player->charability2 == CA2_MULTIABILITY))
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{
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// Catapult the player
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fixed_t actionspd = player->actionspd;
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if (player->charability == CA_DASHMODE)
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actionspd = max(player->normalspeed, FixedDiv(player->speed, player->mo->scale));
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if (player->mo->eflags & MFE_UNDERWATER)
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actionspd >>= 1;
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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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}
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
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if (maptol & TOL_2D)
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|
@ -6451,9 +6461,12 @@ static void P_MovePlayer(player_t *player)
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if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
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{
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// If the player is in dashmode, here's their peelout.
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if (player->charability == CA_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || player->powers[pw_super]))
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P_SetPlayerMobjState (player->mo, S_PLAY_PEEL);
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// If the player is moving fast enough,
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// break into a run!
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if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
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else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
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P_SetPlayerMobjState (player->mo, S_PLAY_RUN);
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// Super floating at slow speeds has its own special animation.
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@ -6465,6 +6478,11 @@ static void P_MovePlayer(player_t *player)
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P_SetPlayerMobjState (player->mo, S_PLAY_WALK);
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}
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// If your peelout animation is playing, and you're
|
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// going too slow, switch back to the run.
|
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if (player->panim == PA_PEEL && player->dashmode < 3*TICRATE)
|
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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// If your running animation is playing, and you're
|
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// going too slow, switch back to the walking frames.
|
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if (player->panim == PA_RUN && player->speed < runspd)
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|
@ -6795,7 +6813,7 @@ static void P_MovePlayer(player_t *player)
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#endif
|
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}
|
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// Otherwise, face the direction you're travelling.
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||||
else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL
|
||||
else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_PEEL || player->panim == PA_ROLL
|
||||
|| (player->mo->state-states == S_PLAY_FLY || player->mo->state-states == S_PLAY_FLY_TIRED))
|
||||
player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
|
||||
|
||||
|
@ -9113,6 +9131,49 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
player->pflags &= ~PF_SLIDING;
|
||||
|
||||
#define dashmode player->dashmode
|
||||
// Dash mode ability for Metal Sonic
|
||||
if ((player->charability == CA_DASHMODE) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho.
|
||||
{
|
||||
if (player->speed >= FixedMul(player->runspeed, player->mo->scale) || (player->pflags & PF_STARTDASH))
|
||||
{
|
||||
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))
|
||||
{
|
||||
if (dashmode > 3)
|
||||
dashmode -= 3; // Rather than lose it all, it gently counts back down!
|
||||
else
|
||||
dashmode = 0;
|
||||
}
|
||||
|
||||
if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
|
||||
{
|
||||
player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode.
|
||||
player->jumpfactor = skins[player->skin].jumpfactor;
|
||||
}
|
||||
else if (P_IsObjectOnGround(player->mo)) // Activate dash mode if we're on the ground.
|
||||
{
|
||||
if (player->normalspeed < skins[player->skin].actionspd) // If the player normalspeed is not currently at actionspd in dash mode, add speed each tic
|
||||
player->normalspeed = player->normalspeed + 1*FRACUNIT/5; // Enter Dash Mode smoothly.
|
||||
|
||||
if (player->jumpfactor < FixedMul(skins[player->skin].jumpfactor, 5*FRACUNIT/4)) // Boost jump height.
|
||||
player->jumpfactor = player->jumpfactor + 1*FRACUNIT/300;
|
||||
}
|
||||
|
||||
dashmode = min(dashmode, 3*TICRATE + 3);
|
||||
|
||||
if (player->normalspeed >= skins[player->skin].actionspd)
|
||||
{
|
||||
mobj_t *ghost = P_SpawnGhostMobj(player->mo); // Spawns afterimages
|
||||
ghost->fuse = 2; // Makes the images fade quickly
|
||||
}
|
||||
}
|
||||
else
|
||||
dashmode = 0;
|
||||
#undef dashmode
|
||||
/*
|
||||
// Colormap verification
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue