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K_FastFallBounce: use consistent bounce strength, regardless of Shrink/Grow
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1 changed files with 3 additions and 3 deletions
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@ -10540,8 +10540,8 @@ boolean K_FastFallBounce(player_t *player)
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// Handle fastfall bounce.
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if (player->fastfall != 0)
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{
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const fixed_t maxBounce = player->mo->scale * 10;
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const fixed_t minBounce = player->mo->scale;
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const fixed_t maxBounce = mapobjectscale * 10;
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const fixed_t minBounce = mapobjectscale;
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fixed_t bounce = 2 * abs(player->fastfall) / 3;
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if (player->curshield != KSHIELD_BUBBLE && bounce <= 2 * maxBounce)
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@ -10568,7 +10568,7 @@ boolean K_FastFallBounce(player_t *player)
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{
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S_StartSound(player->mo, sfx_s3k44);
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P_InstaThrust(player->mo, player->mo->angle, 11*max(player->speed, abs(player->fastfall))/10);
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bounce += 3 * player->mo->scale;
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bounce += 3 * mapobjectscale;
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}
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else
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{
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