mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-16 01:31:30 +00:00
Moved the Super Sonic hover over to holding down the jump button (which conveniently links it pretty closely to the thok, which could be called the Float Thok or something I dunno.)
Also, only one shield ability is selectively blocked by being Super now, and that's because Invincibility does it too and therefore I assume that's a match balance thing instead of a keyboard clash.
This commit is contained in:
parent
f145898ca4
commit
a053b117e1
1 changed files with 9 additions and 8 deletions
17
src/p_user.c
17
src/p_user.c
|
@ -4361,10 +4361,10 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
player->secondjump = 2;
|
||||
|
||||
|
||||
// If letting go of the jump button while still on ascent, cut the jump height.
|
||||
if (player->pflags & PF_JUMPED && P_MobjFlip(player->mo)*player->mo->momz > 0 && player->jumping == 1)
|
||||
if (player->pflags & PF_JUMPED && player->jumping == 1)
|
||||
{
|
||||
player->mo->momz >>= 1;
|
||||
if (P_MobjFlip(player->mo)*player->mo->momz > 0)
|
||||
player->mo->momz >>= 1; // If letting go of the jump button while still on ascent, cut the jump height.
|
||||
player->jumping = 0;
|
||||
}
|
||||
}
|
||||
|
@ -7005,9 +7005,9 @@ static void P_MovePlayer(player_t *player)
|
|||
//STUFF! //
|
||||
///////////////////////////
|
||||
|
||||
if (cmd->buttons & BT_USE) // Spin button effects
|
||||
if (player->pflags & PF_JUMPED)
|
||||
{
|
||||
if (player->pflags & PF_JUMPED) // If the player is jumping
|
||||
if (cmd->buttons & BT_USE) // Spin button effects
|
||||
{
|
||||
if (!(player->pflags & (PF_USEDOWN|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player is not holding down BT_USE, or having used an ability previously
|
||||
&& (!(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped
|
||||
|
@ -7031,8 +7031,7 @@ static void P_MovePlayer(player_t *player)
|
|||
// Whirlwind/Thundercoin shield activation
|
||||
case SH_WHIRLWIND:
|
||||
case SH_THUNDERCOIN:
|
||||
if (!player->powers[pw_super])
|
||||
P_DoJumpShield(player);
|
||||
P_DoJumpShield(player);
|
||||
break;
|
||||
// Armageddon shield activation
|
||||
case SH_ARMAGEDDON:
|
||||
|
@ -7077,7 +7076,9 @@ static void P_MovePlayer(player_t *player)
|
|||
}
|
||||
}
|
||||
}
|
||||
// Super Sonic move
|
||||
}
|
||||
else if (cmd->buttons & BT_JUMP && !player->jumping) // Super Sonic move
|
||||
{
|
||||
if (player->skin == 0 && player->powers[pw_super] && player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|
||||
&& P_MobjFlip(player->mo)*player->mo->momz <= 0)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue