SpamDash messes up Amy's hammer. Great.

Ackeneister

A SRB2 Fanatic
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Who the F*** thought making Amy get shot straight into heaven when she uses her hammer with SpamDash added was a good idea

I'm honestly very concerned
 
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Whenever I use Amy's hammer on the ground by pressing the Spin button, this happens...

I'm not sure what caused it last week, might be the game going bonkers, or something else. I'm guessing it's the game not handling the Amy hammer properly.

If anyone knows what is the cause of this, let me know. I'll be happy to hear.
:)

Did you have the spamdash mod by any chance?
 
Hey, its the guy who made, well made a fraction of the script
We've been trying to fix that bug with Amy's hammer
(AND APPARENTLY I HAVE BARELY ANY KNOWLEDGE OF LUA)
I'm SUPER sorry, but you're gonna have to wait for a while
 
We've been trying to fix that bug with Amy's hammer
You are overriding mindash without checking if the character actually has CA2_SPINDASH first. This is not the first time I've seen a script send Amy rocketing into the air due to mindash mishaps.
 
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The cussing was meant as a joke. Please don't take it seriously.
Maybe it was a joke (I'll give you the benefit of the doubt about that) but don't forget that there are younger people on this forum.


And honestly it's hard to convey irony and sarcasm when you can only write it.
 
This also happens when you type in “legacyisreal2401” in console also (this normally gives you 2.1 bandages but doing it with Amy breaks her hammer and her twin spin also)
But there’s another glitch where if you spam dash just as you hit a spring the script gets a bit messed up.
 
I know this is years late, but if you replace the code up til line 21 with this, it fixes the bug.
Amy Fix:
local function allSpin(p)
     if p.spectator or p.charability2 == CA2_MELEE then return end
     if (p.speed > 5*FRACUNIT and p.pflags & PF_STARTDASH) and p.charability2 ==
 CA2_SPINDASH then return true end
      
       p.mindash = 75*FRACUNIT
       p.maxdash = 50*FRACUNIT
      if P_IsObjectOnGround(p.mo) and p.mo.state != S_PLAY_SPINDASH and p.charability2 ==
 CA2_SPINDASH and not (p.pflags & (PF_USEDOWN|PF_SPINNING)) then
        
        p.cmomx = 5 * cos(p.mo.angle)
        p.cmomy = 5 * sin(p.mo.angle)
        p.mo.cmomx = p.cmomx
        p.mo.cmomy = p.cmomy
        p.dashspeed = p.mindash
        p.mo.state = S_PLAY_SPINDASH
        p.pflags = $ | (PF_USEDOWN|PF_STARTDASH|PF_SPINNING)
        S_StartSound(p.mo, sfx_spndsh)
        return true
    end
 
I know this is years late, but if you replace the code up til line 21 with this, it fixes the bug.
Amy Fix:
local function allSpin(p)
     if p.spectator or p.charability2 == CA2_MELEE then return end
     if (p.speed > 5*FRACUNIT and p.pflags & PF_STARTDASH) and p.charability2 ==
 CA2_SPINDASH then return true end
     
       p.mindash = 75*FRACUNIT
       p.maxdash = 50*FRACUNIT
      if P_IsObjectOnGround(p.mo) and p.mo.state != S_PLAY_SPINDASH and p.charability2 ==
 CA2_SPINDASH and not (p.pflags & (PF_USEDOWN|PF_SPINNING)) then
       
        p.cmomx = 5 * cos(p.mo.angle)
        p.cmomy = 5 * sin(p.mo.angle)
        p.mo.cmomx = p.cmomx
        p.mo.cmomy = p.cmomy
        p.dashspeed = p.mindash
        p.mo.state = S_PLAY_SPINDASH
        p.pflags = $ | (PF_USEDOWN|PF_STARTDASH|PF_SPINNING)
        S_StartSound(p.mo, sfx_spndsh)
        return true
    end
Additionally, replace any PF_USEDOWN to PF_SPINDOWN. This old PF_USEDOWN may or already unknown
 

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