From f8475eef26f4197d32a55cff19ded58e2fbdff3d Mon Sep 17 00:00:00 2001
From: toaster <rollerorbital@gmail.com>
Date: Thu, 19 Sep 2019 13:20:52 +0100
Subject: [PATCH] Disable some code which sometimes makes the player enter
 walking frames when jumping up to a platform, such as the CEZ3 buttons,
 despite still being in jumping mode.

If this causes more problems than it solves it can be reverted, but doing a bunch of playthroughs of DSZ1/2, GFZ1, and CEZ3 didn't seem to uncover anything, so I'm tentatively putting it in this branch.
---
 src/p_mobj.c | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/p_mobj.c b/src/p_mobj.c
index 994ddcfe70..4cede843c6 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -4001,6 +4001,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
 	}
 	else
 	{
+#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up
 		if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
 			mobj->player->pflags &= ~PF_STARTJUMP;
 		mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
@@ -4010,6 +4011,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
 			mobj->player->powers[pw_tailsfly] = 0;
 			P_SetPlayerMobjState(mobj, S_PLAY_WALK);
 		}
+#endif
 		mobj->eflags &= ~MFE_JUSTHITFLOOR;
 	}
 
-- 
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