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Bailcharge at full rate when airborne or in pain
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1 changed files with 2 additions and 1 deletions
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@ -14125,7 +14125,8 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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{
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// Set up bail charge, provided we have something to bail with (any rings or item resource).
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// Set up bail charge, provided we have something to bail with (any rings or item resource).
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boolean grounded = P_IsObjectOnGround(player->mo);
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boolean grounded = P_IsObjectOnGround(player->mo);
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onground && player->tumbleBounces == 0 ? player->bailcharge += 2 : player->bailcharge++; // charge twice as fast on the ground
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// onground && player->tumbleBounces == 0 ? player->bailcharge += 2 : player->bailcharge++; // charge twice as fast on the ground
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player->bailcharge += 2;
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if ((P_PlayerInPain(player) && player->bailcharge == 1) || (grounded && P_PlayerInPain(player) && player->bailcharge == 2)) // this is brittle ..
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if ((P_PlayerInPain(player) && player->bailcharge == 1) || (grounded && P_PlayerInPain(player) && player->bailcharge == 2)) // this is brittle ..
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{
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mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAILCHARGE);
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mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAILCHARGE);
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