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Merge branch 'better-bail' into 'master'
Buffed Bail AGAIN See merge request kart-krew-dev/ring-racers-internal!2790
This commit is contained in:
commit
513731e88a
2 changed files with 14 additions and 7 deletions
11
src/k_kart.c
11
src/k_kart.c
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@ -3132,7 +3132,7 @@ boolean K_ApplyOffroad(const player_t *player)
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boolean K_SlopeResistance(const player_t *player)
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boolean K_SlopeResistance(const player_t *player)
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{
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{
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if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || player->tiregrease || player->flamedash)
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if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || player->tiregrease || player->flamedash || player->baildrop)
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return true;
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return true;
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if (player->curshield == KSHIELD_TOP)
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if (player->curshield == KSHIELD_TOP)
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return true;
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return true;
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@ -10712,6 +10712,13 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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S_StartSound(player->follower, fl->hornsound);
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S_StartSound(player->follower, fl->hornsound);
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}
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}
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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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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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S_StartSound(player->mo, sfx_kc33);
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S_StartSound(player->mo, sfx_kc33);
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}
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}
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@ -14707,7 +14714,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if (player->cmd.buttons & BT_BAIL && (player->cmd.buttons & BT_RESPAWNMASK) != BT_RESPAWNMASK)
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if (player->cmd.buttons & BT_BAIL && (player->cmd.buttons & BT_RESPAWNMASK) != BT_RESPAWNMASK)
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{
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{
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if (leveltime < introtime || (gametyperules & GTR_SPHERES))
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if (leveltime < introtime || (gametyperules & GTR_SPHERES) || modeattacking)
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{
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{
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// No bailing in GTR_SPHERES because I cannot be fucked to do manual Last Chance right now.
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// No bailing in GTR_SPHERES because I cannot be fucked to do manual Last Chance right now.
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// Maybe someday!
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// Maybe someday!
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@ -45,11 +45,11 @@ Make sure this matches the actual number of states
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#define PUNISHWINDOW (7*TICRATE/10)
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#define PUNISHWINDOW (7*TICRATE/10)
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#define BAIL_MAXCHARGE (84) // tics to bail when in painstate nad in air, on ground is half, if you touch this, also update Obj_BailChargeThink synced animation logic
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#define BAIL_MAXCHARGE (84) // tics to bail when in painstate nad in air, on ground is half, if you touch this, also update Obj_BailChargeThink synced animation logic
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#define BAIL_DROP (FRACUNIT)
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#define BAIL_DROP (FRACUNIT) // How many rings it has to drop before stun starts
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#define BAIL_BOOST (6*FRACUNIT/5)
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#define BAIL_BOOST (6*FRACUNIT/5) // How fast bail itself is
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#define BAIL_CREDIT_DEBTRINGS (true)
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#define BAIL_CREDIT_DEBTRINGS (true)
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#define BAIL_DROPFREQUENCY (2)
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#define BAIL_DROPFREQUENCY (2) // How quickly the rings spill out
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#define BAILSTUN (TICRATE*6)
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#define BAILSTUN (TICRATE*6) // The fixed length of stun after baildrop is over
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#define MAXCOMBOTHRUST (mapobjectscale*20)
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#define MAXCOMBOTHRUST (mapobjectscale*20)
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#define MAXCOMBOFLOAT (mapobjectscale*10)
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#define MAXCOMBOFLOAT (mapobjectscale*10)
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