Remove 1frame jump after crate jump

main
En Yi 2025-04-15 21:23:46 +08:00
parent bc0f7617d4
commit b8fc099ced
1 changed files with 6 additions and 1 deletions

View File

@ -1408,6 +1408,10 @@ void player_ground_air_transition_system(Scene_t* scene)
// Handle Ground<->Air Transition // Handle Ground<->Air Transition
bool in_water = (p_mstate->water_state & 1); bool in_water = (p_mstate->water_state & 1);
bool jump_recover_cond = (p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state); bool jump_recover_cond = (p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state);
// There is this odd state that can happen, so deal with it
if(!p_cjump->jump_released && !p_pstate->jump_pressed) p_cjump->jump_released = true;
// Landing or in water // Landing or in water
if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10) if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
{ {
@ -1418,7 +1422,6 @@ void player_ground_air_transition_system(Scene_t* scene)
// Recover jumps // Recover jumps
p_cjump->jumps = p_cjump->max_jumps; p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false; p_cjump->jumped = false;
if(!p_cjump->jump_released && !p_pstate->jump_pressed) p_cjump->jump_released = true;
p_cjump->short_hop = false; p_cjump->short_hop = false;
p_cjump->jump_ready = true; p_cjump->jump_ready = true;
p_cjump->coyote_timer = 0; p_cjump->coyote_timer = 0;
@ -1714,6 +1717,8 @@ void hitbox_update_system(Scene_t* scene)
// Don't allow the usual jump interaction with crate jump // Don't allow the usual jump interaction with crate jump
p_cjump->short_hop = true; p_cjump->short_hop = true;
p_cjump->jumped = false; p_cjump->jumped = false;
p_cjump->jump_released = false;
p_pstate->jump_pressed = true;
p_ctransform->velocity.y = -400; p_ctransform->velocity.y = -400;
if (p_pstate->jump_pressed) if (p_pstate->jump_pressed)