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Reverse gravity friendly & no TA
Works in reverse gravity now and shouldn't appear in any time attack modes
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9f7c900a47
commit
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1 changed files with 2 additions and 2 deletions
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@ -10653,7 +10653,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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player->bailhitlag = false;
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}
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if ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE)
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if (!modeattacking && ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE))
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{
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mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL);
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P_SetTarget(&bail->target, player->mo);
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@ -10700,7 +10700,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (!P_IsObjectOnGround(player->mo)) // If you're bailing off the ground, shoot down. Mostly for Burst
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{
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player->mo->momz -= 100 * player->mo->scale;
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P_SetObjectMomZ(player->mo, -100*FRACUNIT, true); // (Reverse gravity friendly...)
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P_StartQuakeFromMobj(7, 100 * player->mo->scale, 2048 * player->mo->scale, player->mo); // quake even harder
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S_StartSound(player->mo, sfx_gshc6);
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}
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