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More strenous checking of ability for these animations in preparation for something I wanna try...
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parent
fb377ad44f
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2 changed files with 3 additions and 3 deletions
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@ -3169,7 +3169,7 @@ static void P_PlayerZMovement(mobj_t *mo)
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{
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{
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if (mo->player->cmomx || mo->player->cmomy)
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if (mo->player->cmomx || mo->player->cmomy)
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{
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{
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if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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if (mo->player->charability == CA_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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@ -3180,7 +3180,7 @@ static void P_PlayerZMovement(mobj_t *mo)
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}
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}
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else
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else
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{
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{
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if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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if (mo->player->charability == CA_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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P_SetPlayerMobjState(mo, S_PLAY_PEEL);
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if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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P_SetPlayerMobjState(mo, S_PLAY_RUN);
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@ -6528,7 +6528,7 @@ static void P_MovePlayer(player_t *player)
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// If your peelout animation is playing, and you're
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// If your peelout animation is playing, and you're
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// going too slow, switch back to the run.
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// going too slow, switch back to the run.
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if (player->panim == PA_PEEL && player->dashmode < 3*TICRATE)
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if (player->charability == CA_DASHMODE && player->panim == PA_PEEL && player->dashmode < 3*TICRATE)
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
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// If your running animation is playing, and you're
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// If your running animation is playing, and you're
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