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Allow fastfall out of water run
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2 changed files with 16 additions and 0 deletions
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@ -2983,6 +2983,12 @@ boolean K_WaterSkip(mobj_t *mobj)
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// Don't allow
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// Don't allow
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return false;
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return false;
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}
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}
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if (K_PlayerEBrake(mobj->player))
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{
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return false;
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}
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// Allow
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// Allow
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break;
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break;
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}
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}
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -3358,6 +3358,16 @@ boolean P_CanRunOnWater(mobj_t *mobj, ffloor_t *rover)
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}
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}
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}
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}
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// E-brake during water-run forces a fastfall.
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// We disable the ebrake input safety to do this, so we've gotta check it as late as
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// possible: otherwise, this would cause misinput fastfall or underwater twerking.
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if (mobj->player != NULL && K_PlayerEBrake(mobj->player))
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{
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if (P_IsObjectOnGround(mobj) && !mobj->player->fastfall)
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mobj->player->pflags &= ~PF_NOFASTFALL;
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return false;
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}
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return true;
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return true;
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}
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}
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