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Minor fixes. Notably - no longer "deletes gravity" when hitting a slope mid-dash.
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35dda1cd72
commit
accd8bc5bd
2 changed files with 6 additions and 3 deletions
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@ -3214,6 +3214,11 @@ static void P_PlayerZMovement(mobj_t *mo)
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P_ElementalFire(mo->player, true);
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}
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}
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else if ((mo->player->powers[pw_shield] & SH_FORCE) == SH_FORCE) // Force shield's dodge dash.
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{
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mo->flags &= ~MF_NOGRAVITY;
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mo->player->pflags &= ~PF_FULLSTASIS;
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}
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}
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mo->player->pflags &= ~(PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY/*|PF_GLIDING*/);
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mo->player->jumping = 0;
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@ -6945,9 +6945,7 @@ static void P_MovePlayer(player_t *player)
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dashangle += R_PointToAngle2(0, 0, player->cmd.forwardmove<<FRACBITS, -player->cmd.sidemove<<FRACBITS);
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}
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P_ResetPlayer(player);
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player->homing = 2;
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if ((player->powers[pw_shield] & SH_NOSTACK) - SH_FORCE)
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player->homing++;
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player->homing = 2 + ((player->powers[pw_shield] & SH_NOSTACK) - SH_FORCE);
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S_StartSound(player->mo, sfx_s3k47);
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P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
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player->pflags |= PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY;
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