Make it work

Decided to put it in P_BouncePlayerMove, + some flourish
This commit is contained in:
VelocitOni 2025-10-02 00:44:52 -04:00
parent cb3c370e33
commit 5c9730bec8
2 changed files with 20 additions and 1 deletions

View file

@ -14372,14 +14372,31 @@ boolean K_FastFallBounce(player_t *player)
void K_DappleEmployment(player_t *player)
{
if (player->curshield == KSHIELD_BUBBLE)
{
const boolean JustWallBonked = ((player->mo->eflags & MFE_JUSTBOUNCEDWALL) != 0); // some shit about signed...
const boolean NoMoreBubbleWallHump = ((player->ignoreAirtimeLeniency > 0) && JustWallBonked);
// No more vertical wall humping
if (NoMoreBubbleWallHump == true)
K_StumblePlayer(player);
{
K_AddHitLag(player->mo, 8, false);
S_StartSound(player->mo, sfx_kc52); // Bubble wallbonk noise
if (player->mo->hitlag > 0)
{
player->mo->spriteyscale *= 3/2;
player->mo->spritexscale *= 2/3;
}
K_StumblePlayer(player);
S_StopSoundByID(player->mo, sfx_s3k9b); // Avoid stumble crunch noise
}
CONS_Printf("ignoreAirtimeLeniency: %d JustWallBonked: %d\n", (player->ignoreAirtimeLeniency), JustWallBonked);
}
}
static void K_AirFailsafe(player_t *player)

View file

@ -4211,6 +4211,8 @@ static void P_BouncePlayerMove(mobj_t *mo, TryMoveResult_t *result)
P_TryMove(mo, mo->x - oldmomx, mo->y - oldmomy, true, NULL);
}
}
K_DappleEmployment(mo->player);
}
//