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For melee:
* Fixed underwater hop going too high. * Added helpful comment. * Changed animation speed.
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2 changed files with 5 additions and 3 deletions
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@ -530,8 +530,8 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
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// CA2_MELEE
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{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
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{SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
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{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
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{SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
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{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING
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// SF_SUPER
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@ -3824,7 +3824,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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{
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P_DoJump(player, false);
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player->jumping = 0;
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player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2);
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player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times.
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player->pflags |= PF_THOKKED;
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P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
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S_StartSound(player->mo, sfx_s3k8b);
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@ -3834,6 +3834,8 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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player->powers[pw_nocontrol] = TICRATE;
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player->mo->z += P_MobjFlip(player->mo);
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P_SetObjectMomZ(player->mo, player->mindash, false);
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if (player->mo->eflags & MFE_UNDERWATER)
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player->mo->momz >>= 1;
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if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
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player->mo->momx += player->cmomx;
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