| 2937 | //--------------------------------------------------------------------------- |
| 2938 | |
| 2939 | void DoPlayerBeginFall(DSWPlayer* pp) |
| 2940 | { |
| 2941 | DSWActor* plActor = pp->GetActor(); |
| 2942 | |
| 2943 | pp->Flags |= (PF_FALLING); |
| 2944 | pp->Flags &= ~(PF_JUMPING); |
| 2945 | pp->Flags &= ~(PF_CRAWLING); |
| 2946 | |
| 2947 | pp->p_floor_dist = PLAYER_FALL_FLOOR_DIST; |
| 2948 | pp->p_ceiling_dist = PLAYER_FALL_CEILING_DIST; |
| 2949 | pp->DoPlayerAction = DoPlayerFall; |
| 2950 | pp->friction = PLAYER_FALL_FRICTION; |
| 2951 | |
| 2952 | // Only change to falling frame if you were in the jump frame |
| 2953 | // Otherwise an animation may be messed up such as Running Jump Kick |
| 2954 | if (plActor->user.Rot == plActor->user.ActorActionSet->Jump) |
| 2955 | NewStateGroup(pp->GetActor(), plActor->user.ActorActionSet->Fall); |
| 2956 | } |
| 2957 | |
| 2958 | //--------------------------------------------------------------------------- |
| 2959 | // |
no test coverage detected