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Fix for jump timing and buffering input during recover state (#275)

* Make it so you engage jumps from the second frame rather than the forth to allow correct running jumps. Clear targetState at the beginning of the stop state to ensure alternative commands are not buffered during a recovery animation.

* Fix roll cancelling and add special running to jump override specific for TR1

* Replace tabs with spaces.
This commit is contained in:
SaracenOne 2020-09-25 05:48:22 +01:00 committed by GitHub
parent 683a991d57
commit 86a16047ff
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@ -4684,7 +4684,7 @@ struct Lara : Character {
if (animIndex == ANIM_RUN_START) {
canJump = false;
} else if (animIndex == ANIM_RUN) {
if (frameIndex == 4) {
if (frameIndex == 4 || ((level->version & TR::VER_VERSION) == TR::VER_TR1)) {
canJump = true;
}
} else {
@ -4709,6 +4709,8 @@ struct Lara : Character {
return;
}
targetState = STATE_STOP;
if ((input & (FORTH | ACTION)) == (FORTH | ACTION)) {
c_angle(ANGLE_0);
cinfo.radius = LARA_RADIUS + 4;