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Make it work
Decided to put it in P_BouncePlayerMove, + some flourish
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parent
cb3c370e33
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2 changed files with 20 additions and 1 deletions
19
src/k_kart.c
19
src/k_kart.c
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@ -14372,14 +14372,31 @@ boolean K_FastFallBounce(player_t *player)
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void K_DappleEmployment(player_t *player)
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{
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if (player->curshield == KSHIELD_BUBBLE)
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{
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const boolean JustWallBonked = ((player->mo->eflags & MFE_JUSTBOUNCEDWALL) != 0); // some shit about signed...
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const boolean NoMoreBubbleWallHump = ((player->ignoreAirtimeLeniency > 0) && JustWallBonked);
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// No more vertical wall humping
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if (NoMoreBubbleWallHump == true)
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K_StumblePlayer(player);
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{
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K_AddHitLag(player->mo, 8, false);
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S_StartSound(player->mo, sfx_kc52); // Bubble wallbonk noise
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if (player->mo->hitlag > 0)
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{
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player->mo->spriteyscale *= 3/2;
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player->mo->spritexscale *= 2/3;
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}
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K_StumblePlayer(player);
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S_StopSoundByID(player->mo, sfx_s3k9b); // Avoid stumble crunch noise
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}
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CONS_Printf("ignoreAirtimeLeniency: %d JustWallBonked: %d\n", (player->ignoreAirtimeLeniency), JustWallBonked);
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}
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}
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static void K_AirFailsafe(player_t *player)
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@ -4211,6 +4211,8 @@ static void P_BouncePlayerMove(mobj_t *mo, TryMoveResult_t *result)
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P_TryMove(mo, mo->x - oldmomx, mo->y - oldmomy, true, NULL);
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}
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}
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K_DappleEmployment(mo->player);
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}
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//
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