Remove PF_SPINNING upon use of any jump ability, so that directionchar works properly
Late into 2.2's development, the pflag combination
PF_SPINNING|PF_THOKKED was granted the movement capabilities of a non-spinning player for the purposes of allowing movement after a wall transfer. A side effect of this change is that some player abilities that keep
PF_SPINNING after use also lost their spin-locked controls. While accidental, I think this is a good standard, but the presence of
PF_SPINNING also changes the way directionchar behaves, which is not ideal for jump abilities where visual responsiveness to button presses improves player experience.
This branch makes all of the hardcoded player abilities and all of the hardcoded shield abilities remove
PF_SPINNING upon use. (Thanks SMS Alfredo for the catches!)
@SMS_Alfredo started a discussion on an old version of the diff
Wouldn't this allow you to remove
PF_SPINNINGwhenever you want by pressing Jump if you're playing as a character with
CA_JUMPBOOST? Or even with any other ability if you're given the flag after using them.
Basically, there's a reason each ability applies
PF_THOKKEDon its own rather than having a global application. The
PF_SPINNINGremoval should fall under this.
Oh, you're right!
Oh, one more thing. I think that if you're going to do this for all the jump abilities, it'd make sense to do so for all the shield abilities as well. They're essentially alternative jump abilities, so it'd make for some nice consistency.
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