diff --git a/src/d_netcmd.c b/src/d_netcmd.c index db1fc8f9b..bebd7c469 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -6876,7 +6876,6 @@ static void Command_Staffsync(void) demostarttime = I_GetTime(); staffbrief = mapheader->ghostBrief[staffsync_ghost]; - G_DoPlayDemoEx("", (staffbrief->wad << 16) | staffbrief->lump); staffsync_ghost++; staffsync_done++; diff --git a/src/k_kart.h b/src/k_kart.h index d9ca6c6c3..ba1175349 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -42,7 +42,7 @@ Make sure this matches the actual number of states #define INSTAWHIP_HOLD_DELAY (TICRATE*2) // MUST be longer or equal to INSTAWHIP_CHARGETIME. #define INSTAWHIP_TETHERBLOCK (TICRATE*4) -#define PUNISHWINDOW (10*TICRATE/10) +#define PUNISHWINDOW (G_CompatLevel(0x0010) ? 7*TICRATE/10 : 10*TICRATE/10) #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 #define BAIL_DROP (FRACUNIT) // How many rings it has to drop before stun starts diff --git a/src/k_terrain.c b/src/k_terrain.c index 4cd5194ba..4140afd58 100644 --- a/src/k_terrain.c +++ b/src/k_terrain.c @@ -502,7 +502,7 @@ void K_ProcessTerrainEffect(mobj_t *mo) { UINT8 dmg = (terrain->damageType & 0xFF); - if (dmg & DMG_STUMBLE) + if (dmg & DMG_STUMBLE && !G_CompatLevel(0x0010)) { if (player->mo->hitlag == 0 && (player->mo->momz >= 0) == (P_MobjFlip(player->mo) >= 0)) K_StumblePlayer(player); diff --git a/src/p_spec.c b/src/p_spec.c index bb213c467..bdd7733fa 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -5421,9 +5421,19 @@ static void P_EvaluateDamageType(player_t *player, sector_t *sector, boolean isT P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); break; case SD_STUMBLE: - if (isTouching && player->mo->hitlag == 0 && (player->mo->momz >= 0) == (P_MobjFlip(player->mo) >= 0)) + if (isTouching && G_CompatLevel(0x0010)) { - K_StumblePlayer(player); + player->pflags2 |= PF2_ALWAYSDAMAGED; + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_STUMBLE); + player->pflags2 &= ~PF2_ALWAYSDAMAGED; + + } + else + { + if (isTouching && player->mo->hitlag == 0 && (player->mo->momz >= 0) == (P_MobjFlip(player->mo) >= 0)) + { + K_StumblePlayer(player); + } } break;