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Add momentboost instantly (are we seriously out of mobj properties?)
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5f76a74c37
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2 changed files with 2 additions and 7 deletions
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@ -15080,10 +15080,8 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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player->superring--;
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player->superring--;
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dumprate = 2;
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dumprate = 2;
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if (ring && !P_MobjWasRemoved(ring))
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if (!G_CompatLevel(0x0011))
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{
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player->momentboost += 3;
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ring->extravalue2 = 1;
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}
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// angle_t flingangle = player->mo->angle + ((P_RandomByte(PR_ITEM_RINGS) & 1) ? -ANGLE_90 : ANGLE_90);
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// angle_t flingangle = player->mo->angle + ((P_RandomByte(PR_ITEM_RINGS) & 1) ? -ANGLE_90 : ANGLE_90);
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// P_FlingBurst(player, flingangle, MT_DEBTSPIKE, 0, 3 * FRACUNIT / 2, player->superring, 4*FRACUNIT);
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// P_FlingBurst(player, flingangle, MT_DEBTSPIKE, 0, 3 * FRACUNIT / 2, player->superring, 4*FRACUNIT);
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@ -3550,9 +3550,6 @@ void A_AttractChase(mobj_t *actor)
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// Base add is 3 tics for 9,9, adds 1 tic for each point closer to the 1,1 end
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// Base add is 3 tics for 9,9, adds 1 tic for each point closer to the 1,1 end
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actor->target->player->ringboost += K_GetFullKartRingPower(actor->target->player, true);
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actor->target->player->ringboost += K_GetFullKartRingPower(actor->target->player, true);
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if (actor->extravalue2 && !G_CompatLevel(0x0011))
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actor->target->player->momentboost += 3;
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S_ReducedVFXSoundAtVolume(actor->target, sfx_s1b5, actor->target->player->ringvolume, NULL);
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S_ReducedVFXSoundAtVolume(actor->target, sfx_s1b5, actor->target->player->ringvolume, NULL);
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if (actor->target->player->rings <= 10 && P_IsDisplayPlayer(actor->target->player))
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if (actor->target->player->rings <= 10 && P_IsDisplayPlayer(actor->target->player))
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