Block bail charge in attack modes, not bail activation

This commit is contained in:
Antonio Martinez 2025-09-01 16:11:58 -04:00
parent 39abe390db
commit 5e46be14e4

View file

@ -10653,7 +10653,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
player->bailhitlag = false;
}
if (!modeattacking && ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE))
if ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE)
{
mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL);
P_SetTarget(&bail->target, player->mo);
@ -14693,7 +14693,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
if (player->cmd.buttons & BT_BAIL && (player->cmd.buttons & BT_RESPAWNMASK) != BT_RESPAWNMASK)
{
if (leveltime < introtime || (gametyperules & GTR_SPHERES))
if (leveltime < introtime || (gametyperules & GTR_SPHERES) || modeattacking)
{
// No bailing in GTR_SPHERES because I cannot be fucked to do manual Last Chance right now.
// Maybe someday!