Make aerial horizontal springs put the player in spring/fall frames instead of walk frames.

This commit is contained in:
sphere 2020-06-21 18:07:19 +02:00
parent 6a54e5f4a6
commit 9cdad10ae6

View file

@ -417,10 +417,10 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
} }
else if (object->player->dashmode >= DASHMODE_THRESHOLD) else if (object->player->dashmode >= DASHMODE_THRESHOLD)
P_SetPlayerMobjState(object, S_PLAY_DASH); P_SetPlayerMobjState(object, S_PLAY_DASH);
else if (P_IsObjectOnGround(object) && horizspeed >= FixedMul(object->player->runspeed, object->scale)) else if (P_IsObjectOnGround(object))
P_SetPlayerMobjState(object, S_PLAY_RUN); (horizspeed >= FixedMul(object->player->runspeed, object->scale)) ? P_SetPlayerMobjState(object, S_PLAY_RUN) : P_SetPlayerMobjState(object, S_PLAY_WALK);
else else
P_SetPlayerMobjState(object, S_PLAY_WALK); object->momz > 0 ? P_SetPlayerMobjState(object, S_PLAY_SPRING) : P_SetPlayerMobjState(object, S_PLAY_FALL);
} }
else if (P_MobjFlip(object)*vertispeed > 0) else if (P_MobjFlip(object)*vertispeed > 0)
P_SetPlayerMobjState(object, S_PLAY_SPRING); P_SetPlayerMobjState(object, S_PLAY_SPRING);