more fix + vspin rework

main
sunsetbear 4 years ago
parent b07ecf6945
commit 015d75b092

@ -298,7 +298,7 @@ if (platformCharacterIs(IN_AIR)) {
novjump = 10;
LoopSoundMono(spinjump_sound);
jumpfwd = 1;
if (global.spacejump && (inwater == 0 && waterfall == 0 || global.currentsuit == 2) && monster_drain == 0) {
if (global.spacejump && vjump == 0 && (inwater == 0 && waterfall == 0 || global.currentsuit == 2) && monster_drain == 0) {
state = JUMPING;
yVel = initialJumpAcc;
jumpfwd = 1;
@ -321,7 +321,7 @@ if (platformCharacterIs(IN_AIR)) {
}
//below is spinjump air state
if (vjump == 0 && dash < 7 && state != AIRBALL && vSpin == 0) {
if (sidePressTimer == 0) {
//if (sidePressTimer == 0) {
if (!inwater || global.currentsuit == 2) {
if (facing == LEFT) xVel = -2.4;
if (facing == RIGHT) xVel = 2.4;
@ -336,12 +336,12 @@ if (platformCharacterIs(IN_AIR)) {
if (xVel > 2.4) xVel = 2.4;
}
}
}
else {
if (kRight == 0 && kLeft == 0) {
vSpin = 1;
}
}
//}
//else {
//if (kRight == 0 && kLeft == 0) {
//vSpin = 1;
//}
//}
}
if (state != AIRBALL) yAcc += gravityIntensity * 0.8;
if (state == AIRBALL) yAcc += 0.3;
@ -500,10 +500,10 @@ if ((state == STANDING || state == DUCKING || state == RUNNING) && charge > 0 &&
//below is spin jump from ground
if (kJump && kJumpPushedSteps == 0 && state != BALL && state != AIRBALL && state != DREADSLIDE && platformCharacterIs(ON_GROUND)) {
state = JUMPING;
if (kLeft == 0 && kRight == 0 || aimlock || monster_drain > 0 && sidePressTimer == 0) {
if (kLeft == 0 && kRight == 0 && sidePressTimer <= 0 || aimlock || monster_drain > 0) {
vjump = 1;
} else vjump = 0;
if (!inwater || global.currentsuit >= 2) yAcc += initialJumpAcc + (dash * -0.125);
if (!inwater || global.currentsuit >= 2) yAcc += initialJumpAcc + (dash * -0.1);
else yAcc += initialJumpAcc;
jumpfwd = 1;
hijump = 1;
@ -511,7 +511,7 @@ if (kJump && kJumpPushedSteps == 0 && state != BALL && state != AIRBALL && state
if (vjump == 1) sfx_play(sndJump);
if (vjump == 0) {
LoopSoundMono(spinjump_sound);
if (kLeft == 0 && kRight == 0 && sidePressTimer > 0) vSpin = 1;
}
instance_create(x, y, oJTrail);
if ((dash >= 7 && dash < 45)) xVel *= 0.5
@ -522,14 +522,14 @@ if (kJump && kJumpPushedSteps == 0 && state != BALL && state != AIRBALL && state
}
if (kJump == 0 || platformCharacterIs(ON_GROUND)) hijump = 0;
if (global.hijump && kJump && state == JUMPING && hijump && monster_drain == 0) {
if ((!inwater && waterfall == 0 || global.currentsuit >= 2) && statetime <= 11) yVel = initialJumpAcc + (dash * -0.075);
if ((!inwater && waterfall == 0 || global.currentsuit >= 2) && statetime <= 11) yVel = initialJumpAcc + (dash * -0.05);
}
if (monster_drain > 0) {
hijump = 0;
vjump = 1;
if (yVel < -4) yVel = -4;
}
if (kJump && kJumpPushedSteps == 0 && state == JUMPING && global.spacejump == 1 && novjump == 0 && aimlock == 0 && monster_drain == 0 && (inwater == 0 && waterfall == 0 || global.currentsuit == 2) && (vjump == 0 || vjump == 1 && aimdirection != 6 && aimdirection != 7)) {
if (vjump == 0 && kJump && kJumpPushedSteps == 0 && state == JUMPING && global.spacejump == 1 && novjump == 0 && aimlock == 0 && monster_drain == 0 && (inwater == 0 && waterfall == 0 || global.currentsuit == 2) && (vjump == 0)) {
if (yVel > 2 && (!inwater && waterfall == 0 || global.currentsuit == 2) || yVel > 1 && (inwater || waterfall > 0) && global.currentsuit != 2) {
state = JUMPING;
yVel = initialJumpAcc;
@ -1476,10 +1476,10 @@ if (state == BRAKING) {
speedboost = 0;
canturn = 0;
image_index = 0;
if (dash >= 45){
if (dash >= 45 && statetime == 0){
brakeSB = 1;
}
else if statetime < 1 {
else if (statetime == 0) {
dash = 0;
brakeSB = 0;
}
@ -1502,6 +1502,8 @@ if (state == BRAKING) {
sjball = 0;
machball = 0;
unmorphing = 0;
if (dash >= 45) brakeSB = 1;
else dash = 0;
}
if (statetime >= 15 && sjball != 1 && machball == 0){
state = STANDING;
@ -2721,18 +2723,6 @@ if machball > 0 && state == BALL && (kRight > 0 || kLeft > 0){
if (airStoredXvel < 0) xVel = (airStoredXvel) * -1;
else xVel = (airStoredXvel);
}
//LoopSoundMono(sndChargeLoop);
//LoopSoundMono(spinjump_sound);
//if (state != BRAKING){
//if xVel > 0 && kLeft > 0 {
// xVel = 0;
// machball = 0;
//}
//if xVel < 0 && kRight > 0 {
// xVel = 0;
// machball = 0;
//}
//}
}
if (state != BALL && state != BRAKING && state != AIRBALL) {

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