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https://git.do.srb2.org/STJr/SRB2.git
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* Resolve #224 (landing frames on ceiling contact).
* Fix some other landing weirdness with CA_BOUNCE.
This commit is contained in:
parent
cf14d5fe5d
commit
ca9e6e31da
2 changed files with 146 additions and 144 deletions
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@ -2881,11 +2881,8 @@ static boolean P_ThingHeightClip(mobj_t *thing)
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thing->z = thing->ceilingz - thing->height;
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}
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if (thing->z != oldz)
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{
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if (thing->player)
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P_PlayerHitFloor(thing->player, !onfloor);
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}
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if (P_MobjFlip(thing)*(thing->z - oldz) > 0 && thing->player)
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P_PlayerHitFloor(thing->player, !onfloor);
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// debug: be sure it falls to the floor
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thing->eflags &= ~MFE_ONGROUND;
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283
src/p_user.c
283
src/p_user.c
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@ -2217,148 +2217,153 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
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player->pflags &= ~PF_SPINNING;
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}
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if (player->pflags & PF_SPINNING)
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{
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if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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S_StartSound(player->mo, sfx_spin);
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}
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}
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else if (player->pflags & PF_GLIDING) // ground gliding
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{
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if (dorollstuff)
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{
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player->skidtime = TICRATE;
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player->mo->tics = -1;
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}
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else if (!player->skidtime)
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player->pflags &= ~PF_GLIDING;
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}
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else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
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{
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if (player->mo->state-states != S_PLAY_MELEE_LANDING)
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{
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mobjtype_t type = player->revitem;
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P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
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player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
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S_StartSound(player->mo, sfx_s3k8b);
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player->pflags |= PF_FULLSTASIS;
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// hearticles
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if (type)
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{
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UINT8 i = 0;
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angle_t throwang = -(2*ANG30);
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fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
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fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
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fixed_t zo = 6*player->mo->scale;
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fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
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fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
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fixed_t ev;
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mobj_t *missile = NULL;
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if (mu2 < mu)
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mu2 = mu;
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ev = (50*FRACUNIT - (mu/25))/50;
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while (i < 5)
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{
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missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
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P_SetTarget(&missile->target, player->mo);
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missile->angle = throwang + player->drawangle;
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P_Thrust(missile, player->drawangle + ANGLE_90,
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P_ReturnThrustY(missile, throwang, mu)); // side to side component
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P_Thrust(missile, player->drawangle, mu2); // forward component
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P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
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missile->momz += player->mo->pmomz;
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missile->fuse = TICRATE/2;
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missile->extravalue2 = ev;
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i++;
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throwang += ANG30;
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}
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if (mobjinfo[type].seesound && missile)
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S_StartSound(missile, missile->info->seesound);
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}
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}
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}
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else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
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;
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else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
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{
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if (player->cmomx || player->cmomy)
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{
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if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
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&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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else if ((player->rmomx || player->rmomy)
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&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
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else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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else
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{
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if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
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&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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else if ((player->mo->momx || player->mo->momy)
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&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
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else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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}
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if (!(player->pflags & PF_GLIDING))
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
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player->secondjump = 0;
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player->glidetime = 0;
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player->climbing = 0;
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player->powers[pw_tailsfly] = 0;
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if (player->pflags & PF_SHIELDABILITY)
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{
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player->pflags &= ~PF_SHIELDABILITY;
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
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{
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if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
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S_StartSound(player->mo, sfx_s3k4c);
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else // create a fire pattern on the ground
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{
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S_StartSound(player->mo, sfx_s3k47);
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P_ElementalFire(player, true);
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}
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P_SetObjectMomZ(player->mo,
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(player->mo->eflags & MFE_UNDERWATER)
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? 6*FRACUNIT/5
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: 5*FRACUNIT/2,
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false);
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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player->mo->momx = player->mo->momy = 0;
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clipmomz = false;
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}
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else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
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{
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P_DoBubbleBounce(player);
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clipmomz = false;
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}
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}
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if (player->pflags & PF_BOUNCING)
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{
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P_MobjCheckWater(player->mo);
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player->mo->momz *= -1;
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P_DoAbilityBounce(player, true);
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if (player->scoreadd)
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player->scoreadd--;
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if (dorollstuff && player->mo->state-states != S_PLAY_BOUNCE_LANDING)
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{
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P_MobjCheckWater(player->mo);
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player->mo->momz *= -1;
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P_DoAbilityBounce(player, true);
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if (player->scoreadd)
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player->scoreadd--;
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}
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clipmomz = false;
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}
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else
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{
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if (player->pflags & PF_SPINNING)
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{
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if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
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{
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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S_StartSound(player->mo, sfx_spin);
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}
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}
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else if (player->pflags & PF_GLIDING) // ground gliding
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{
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if (dorollstuff)
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{
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player->skidtime = TICRATE;
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player->mo->tics = -1;
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}
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else if (!player->skidtime)
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player->pflags &= ~PF_GLIDING;
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}
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else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
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{
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if (player->mo->state-states != S_PLAY_MELEE_LANDING)
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{
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mobjtype_t type = player->revitem;
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P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
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player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
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S_StartSound(player->mo, sfx_s3k8b);
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player->pflags |= PF_FULLSTASIS;
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// hearticles
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if (type)
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{
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UINT8 i = 0;
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angle_t throwang = -(2*ANG30);
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fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
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fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
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fixed_t zo = 6*player->mo->scale;
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fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
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fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
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fixed_t ev;
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mobj_t *missile = NULL;
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if (mu2 < mu)
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mu2 = mu;
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ev = (50*FRACUNIT - (mu/25))/50;
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while (i < 5)
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{
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missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
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P_SetTarget(&missile->target, player->mo);
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missile->angle = throwang + player->drawangle;
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P_Thrust(missile, player->drawangle + ANGLE_90,
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P_ReturnThrustY(missile, throwang, mu)); // side to side component
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P_Thrust(missile, player->drawangle, mu2); // forward component
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P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
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missile->momz += player->mo->pmomz;
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missile->fuse = TICRATE/2;
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missile->extravalue2 = ev;
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i++;
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throwang += ANG30;
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}
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if (mobjinfo[type].seesound && missile)
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S_StartSound(missile, missile->info->seesound);
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}
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}
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}
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else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
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;
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else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
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{
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if (player->cmomx || player->cmomy)
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{
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if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
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&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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else if ((player->rmomx || player->rmomy)
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&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
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else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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else
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{
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if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
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&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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else if ((player->mo->momx || player->mo->momy)
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&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
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P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
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else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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}
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if (!(player->pflags & PF_GLIDING))
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
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player->secondjump = 0;
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player->glidetime = 0;
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player->climbing = 0;
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player->powers[pw_tailsfly] = 0;
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if (player->pflags & PF_SHIELDABILITY)
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{
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player->pflags &= ~PF_SHIELDABILITY;
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
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{
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if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
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S_StartSound(player->mo, sfx_s3k4c);
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else // create a fire pattern on the ground
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{
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S_StartSound(player->mo, sfx_s3k47);
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P_ElementalFire(player, true);
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}
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P_SetObjectMomZ(player->mo,
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(player->mo->eflags & MFE_UNDERWATER)
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? 6*FRACUNIT/5
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: 5*FRACUNIT/2,
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false);
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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player->mo->momx = player->mo->momy = 0;
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clipmomz = false;
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}
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else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
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{
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P_DoBubbleBounce(player);
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clipmomz = false;
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}
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}
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}
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}
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return clipmomz;
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@ -8080,7 +8085,7 @@ static void P_MovePlayer(player_t *player)
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}
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else if (player->pflags & PF_BOUNCING)
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{
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if (!(player->pflags & PF_JUMPDOWN) || (onground && P_MobjFlip(player->mo)*player->mo->momz <= 0)) // If not holding the jump button OR on flat ground
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if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
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{
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P_ResetPlayer(player); // down, stop bouncing.
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player->pflags |= PF_THOKKED;
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