From 39abe390db360d644f9a8718dd6c6d144de73ae1 Mon Sep 17 00:00:00 2001 From: VelocitOni Date: Mon, 1 Sep 2025 02:05:00 -0400 Subject: [PATCH] Reverse gravity friendly & no TA Works in reverse gravity now and shouldn't appear in any time attack modes --- src/k_kart.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index 746cff2db..03c7d4dbb 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -10653,7 +10653,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) player->bailhitlag = false; } - if ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE) + if (!modeattacking && ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE)) { mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL); P_SetTarget(&bail->target, player->mo); @@ -10700,7 +10700,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) if (!P_IsObjectOnGround(player->mo)) // If you're bailing off the ground, shoot down. Mostly for Burst { - player->mo->momz -= 100 * player->mo->scale; + P_SetObjectMomZ(player->mo, -100*FRACUNIT, true); // (Reverse gravity friendly...) P_StartQuakeFromMobj(7, 100 * player->mo->scale, 2048 * player->mo->scale, player->mo); // quake even harder S_StartSound(player->mo, sfx_gshc6); }