Reverse gravity friendly & no TA

Works in reverse gravity now and shouldn't appear in any time attack modes
This commit is contained in:
VelocitOni 2025-09-01 02:05:00 -04:00
parent 9f7c900a47
commit 39abe390db

View file

@ -10653,7 +10653,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
player->bailhitlag = false; 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); 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); 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 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 P_StartQuakeFromMobj(7, 100 * player->mo->scale, 2048 * player->mo->scale, player->mo); // quake even harder
S_StartSound(player->mo, sfx_gshc6); S_StartSound(player->mo, sfx_gshc6);
} }