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Check for spindash ability and dashspeed being > 0 before indiscriminately setting roll animation.
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1 changed files with 3 additions and 1 deletions
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@ -419,9 +419,11 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
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}
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else
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{
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boolean wasSpindashing = object->player->dashspeed > 0 && (object->player->charability2 == CA2_SPINDASH);
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pflags = object->player->pflags & (PF_STARTJUMP | PF_JUMPED | PF_NOJUMPDAMAGE | PF_SPINNING | PF_THOKKED | PF_BOUNCING); // I still need these.
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if (pflags & PF_SPINNING) // Ensure we're in the rolling state, and not something like spindash.
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if (wasSpindashing) // Ensure we're in the rolling state, and not spindash.
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P_SetPlayerMobjState(object, S_PLAY_ROLL);
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}
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secondjump = object->player->secondjump;
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