For melee:

* Fixed underwater hop going too high.
* Added helpful comment.
* Changed animation speed.
This commit is contained in:
toasterbabe 2017-03-19 22:22:39 +00:00
parent 9fd09c07f3
commit f0c364c71c
2 changed files with 5 additions and 3 deletions

View file

@ -530,8 +530,8 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
// CA2_MELEE
{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
{SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
{SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING
// SF_SUPER

View file

@ -3824,7 +3824,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
{
P_DoJump(player, false);
player->jumping = 0;
player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2);
player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times.
player->pflags |= PF_THOKKED;
P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
S_StartSound(player->mo, sfx_s3k8b);
@ -3834,6 +3834,8 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
player->powers[pw_nocontrol] = TICRATE;
player->mo->z += P_MobjFlip(player->mo);
P_SetObjectMomZ(player->mo, player->mindash, false);
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz >>= 1;
if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
player->mo->momx += player->cmomx;