diff --git a/src/k_hud.cpp b/src/k_hud.cpp index 44e8ab312..11c3d44b7 100644 --- a/src/k_hud.cpp +++ b/src/k_hud.cpp @@ -7456,6 +7456,7 @@ static void K_DrawBotDebugger(void) V_DrawSmallString(8, 76, 0, va("Prediction error: %.2fdeg", FIXED_TO_FLOAT(FixedDiv(bot->botvars.predictionError, ANG1)))); V_DrawSmallString(8, 80, 0, va("Recent deflection: %.2fdeg", FIXED_TO_FLOAT(FixedDiv(bot->botvars.recentDeflection, ANG1)))); + V_DrawSmallString(8, 84, 0, va("Bumpslow: %d", bot->botvars.bumpslow)); } static void K_DrawGPRankDebugger(void) diff --git a/src/k_kart.c b/src/k_kart.c index 80b773a49..a7a0e2c89 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -10501,8 +10501,22 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) if (player->trickboost) player->trickboost--; - if (K_PlayerUsesBotMovement(players) && player->botvars.bumpslow && player->incontrol) + /* + if (K_PlayerUsesBotMovement(player) && player->botvars.bumpslow && player->incontrol) player->botvars.bumpslow--; + */ + + // WHOOPS! 2.4 bots were tuned around a bugged version of bumpslow that NEVER decayed + // if the player in slot 0 was a human. People seem to like this tuning, but the dampened + // rubberbanding only started applying after a bot wallbonked or got hit, which is + // probably why people report weird runaways. + // + // I'd like to retune this later, but for now, just set bumpslow on every bot, as if they all + // contact a wall instantly—consistently giving them the softer rubberband advancement. + // What the fuck making games is hard. + if (K_PlayerUsesBotMovement(player)) + player->botvars.bumpslow = TICRATE*2; + if (player->flamedash) {