mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 17:22:12 +00:00
* On Mystic's reccomendation - an alternate method which has the direction to shoot off based on the direction you're moving, not the direction you're holding.
* When not pressing any direction, you now go backwards by default - to emphasise that this is primarily for defensive, not offensive, purposes. * The camera can now handle the player going backwards without them going completely off-screen. * Fixed some overzealous checks.
This commit is contained in:
parent
3eb3caacd5
commit
d6a404e1ef
2 changed files with 17 additions and 9 deletions
|
@ -3223,7 +3223,7 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
P_SetPlayerMobjState(mo, S_PLAY_FALL);
|
||||
clipmomz = false;
|
||||
}
|
||||
else if ((mo->player->powers[pw_shield] & SH_FORCE) == SH_FORCE) // Force shield's dodge dash.
|
||||
else if (mo->player->powers[pw_shield] & SH_FORCE) // Force shield's dodge dash.
|
||||
{
|
||||
P_SetPlayerMobjState(mo, S_PLAY_WALK);
|
||||
mo->flags &= ~MF_NOGRAVITY;
|
||||
|
|
24
src/p_user.c
24
src/p_user.c
|
@ -868,7 +868,7 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
|
|||
void P_ResetPlayer(player_t *player)
|
||||
{
|
||||
if (player->mo
|
||||
&& (player->powers[pw_shield] & SH_FORCE) == SH_FORCE // Dash.
|
||||
&& player->powers[pw_shield] & SH_FORCE // Dash.
|
||||
&& player->pflags & PF_SHIELDABILITY)
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
||||
|
@ -6935,17 +6935,22 @@ static void P_MovePlayer(player_t *player)
|
|||
}
|
||||
}
|
||||
// Force shield activation
|
||||
if ((player->powers[pw_shield] & SH_FORCE) == SH_FORCE)
|
||||
if (player->powers[pw_shield] & SH_FORCE)
|
||||
{
|
||||
if (!(player->pflags & PF_THOKKED))
|
||||
{
|
||||
angle_t dashangle = player->mo->angle;
|
||||
if (player->cmd.forwardmove || player->cmd.sidemove)
|
||||
{
|
||||
#if 1 // shadow.wad style redirection - hold down directional keys to set your path, go backwards by default
|
||||
if (!(player->pflags & PF_ANALOGMODE) && (player->cmd.forwardmove || player->cmd.sidemove))
|
||||
dashangle += R_PointToAngle2(0, 0, player->cmd.forwardmove<<FRACBITS, -player->cmd.sidemove<<FRACBITS);
|
||||
}
|
||||
else
|
||||
#else // go backwards from your current momentum direction
|
||||
if (player->mo->momx || player->mo->momy)
|
||||
dashangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
||||
#endif
|
||||
dashangle += ANGLE_180;
|
||||
P_ResetPlayer(player);
|
||||
player->homing = 2 + ((player->powers[pw_shield] & SH_NOSTACK) - SH_FORCE);
|
||||
player->homing = 2 + ((player->powers[pw_shield] & SH_NOSTACK) - SH_FORCE); // might get ridiculous with 256 hitpoints, don't you think?
|
||||
S_StartSound(player->mo, sfx_s3k47);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
||||
player->pflags |= PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY;
|
||||
|
@ -6970,7 +6975,7 @@ static void P_MovePlayer(player_t *player)
|
|||
}
|
||||
|
||||
// HOMING option.
|
||||
if ((player->powers[pw_shield] & SH_FORCE) == SH_FORCE // Dash.
|
||||
if (player->powers[pw_shield] & SH_FORCE // Dash.
|
||||
&& player->pflags & PF_SHIELDABILITY)
|
||||
{
|
||||
if (player->homing)
|
||||
|
@ -8073,6 +8078,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
camheight = FixedMul(cv_cam2_height.value, FixedMul(player->camerascale, mo->scale));
|
||||
}
|
||||
|
||||
if (player->powers[pw_shield] & SH_FORCE && player->pflags & PF_SHIELDABILITY)
|
||||
camspeed <<= 1;
|
||||
|
||||
#ifdef REDSANALOG
|
||||
if (P_AnalogMove(player) && (player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) {
|
||||
camstill = true;
|
||||
|
@ -9223,7 +9231,7 @@ void P_PlayerThink(player_t *player)
|
|||
player->losstime--;
|
||||
|
||||
// Flash player after being hit.
|
||||
if ((player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1)) || ((player->powers[pw_shield] & SH_FORCE) == SH_FORCE && player->pflags & PF_SHIELDABILITY))
|
||||
if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1))
|
||||
player->mo->flags2 |= MF2_DONTDRAW;
|
||||
else
|
||||
player->mo->flags2 &= ~MF2_DONTDRAW;
|
||||
|
|
Loading…
Reference in a new issue