From b88864c666646707c5d526cf7094c4fe4b4a93b4 Mon Sep 17 00:00:00 2001 From: Yukita Mayako <catgirl@goddess.moe> Date: Fri, 29 May 2015 01:51:15 -0400 Subject: [PATCH] Add player JUMP animation Since PA_JUMP is used to determine when springing upwards now and the nextstate isn't used for falling, the jump state can now be properly animated. :) --- src/info.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/info.c b/src/info.c index 137eabb08..65c2ed74e 100644 --- a/src/info.c +++ b/src/info.c @@ -131,7 +131,7 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN {SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP - {SPR_PLAY, SPR2_JUMP, -1, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_JUMP + {SPR_PLAY, SPR2_JUMP, 2, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL {SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE @@ -154,7 +154,7 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_SDRN, 4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN {SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN {SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP - {SPR_PLAY, SPR2_SJMP, -1, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_JUMP + {SPR_PLAY, SPR2_SJMP, 2, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP {SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL {SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE {SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE