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Flip this around
Momentum angle is meant to always be applied, facing angle addition/"blend" is for grounded version only.
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1 changed files with 2 additions and 2 deletions
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@ -14973,9 +14973,9 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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S_StartSound(player->mo, sfx_gsha7);
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if (P_IsObjectOnGround(player->mo))
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{
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
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P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale); // facing angle is ground only, blends w/ momentum angle (constant) for game-feel
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}
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P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale); // that consistent momentum angle thrust, done this way to reduce cheese
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UINT8 numsparks = 8;
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for (UINT8 i = 0; i < numsparks; i++)
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