Add "allowflip" Parameter to P_DoJump

This commit is contained in:
SMS Alfredo 2023-09-19 11:54:51 -05:00
parent 2a896538d9
commit ecf950e749
3 changed files with 13 additions and 12 deletions

View file

@ -1659,11 +1659,12 @@ static int lib_pDoJump(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean soundandstate = (boolean)lua_opttrueboolean(L, 2);
boolean allowflip = (boolean)lua_opttrueboolean(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoJump(player, soundandstate);
P_DoJump(player, soundandstate, allowflip);
return 0;
}

View file

@ -203,7 +203,7 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player);
void P_DoJump(player_t *player, boolean soundandstate);
void P_DoJump(player_t *player, boolean soundandstate, boolean allowflip);
#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
boolean P_TransferToNextMare(player_t *player);
UINT8 P_FindLowestMare(void);

View file

@ -4415,7 +4415,7 @@ boolean P_SuperReady(player_t *player)
//
// Jump routine for the player
//
void P_DoJump(player_t *player, boolean soundandstate)
void P_DoJump(player_t *player, boolean soundandstate, boolean allowflip)
{
fixed_t factor;
const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20;
@ -4588,7 +4588,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
if (player->charflags & SF_NOJUMPDAMAGE)
player->pflags &= ~PF_SPINNING;
if (P_InJumpFlipSector(player->mo)) // Flip gravity on jump?
if (allowflip && P_InJumpFlipSector(player->mo)) // Flip gravity on jump?
{
player->mo->flags2 ^= MF2_OBJECTFLIP;
S_StartSound(player->mo, sfx_s3k73); // Play gravity flip sound
@ -4806,7 +4806,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
#if 0
if ((player->charability == CA_TWINSPIN) && (player->speed > FixedMul(player->runspeed, player->mo->scale)))
{
P_DoJump(player, false);
P_DoJump(player, false, false);
player->pflags &= ~PF_STARTJUMP;
player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times.
P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
@ -4886,7 +4886,7 @@ void P_DoJumpShield(player_t *player)
return;
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false);
P_DoJump(player, false, true);
player->secondjump = 0;
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING|PF_BOUNCING);
@ -4929,7 +4929,7 @@ void P_DoBubbleBounce(player_t *player)
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SHIELDABILITY);
S_StartSound(player->mo, sfx_s3k44);
P_MobjCheckWater(player->mo);
P_DoJump(player, false);
P_DoJump(player, false, false);
if (player->charflags & SF_NOJUMPSPIN)
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
else
@ -4959,7 +4959,7 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz)
else if (player->mo->eflags & MFE_UNDERWATER)
prevmomz /= 2;
P_DoJump(player, false);
P_DoJump(player, false, false);
player->pflags &= ~(PF_STARTJUMP|PF_JUMPED);
minmomz = FixedMul(player->mo->momz, 3*FRACUNIT/2);
@ -5332,7 +5332,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
// Jump S3&K style while in quicksand.
else if (P_InQuicksand(player->mo))
{
P_DoJump(player, true);
P_DoJump(player, true, false);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
@ -5345,7 +5345,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
// can't jump while in air, can't jump while jumping
else if (onground || player->climbing || player->powers[pw_carry])
{
P_DoJump(player, true);
P_DoJump(player, true, true);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
@ -5381,7 +5381,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
{
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false);
P_DoJump(player, false, true);
}
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
@ -5490,7 +5490,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
player->pflags |= PF_THOKKED;
player->pflags &= ~(PF_JUMPED|PF_SPINNING);
P_DoJump(player, true);
P_DoJump(player, true, true);
player->secondjump++;
}
break;