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Fix up guard conditions
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6ae427447c
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1 changed files with 6 additions and 2 deletions
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@ -10181,6 +10181,9 @@ boolean K_PlayerGuard(player_t *player)
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return true;
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}
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if (player->spheres == 0)
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return false;
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// Ugh. Duplicating a lot of this because while Guard _superficially_ looks like it's
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// restricted similarly to ebrake, it's actually _really_ bad if we can't guard after item bumps.
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@ -10201,10 +10204,10 @@ boolean K_PlayerGuard(player_t *player)
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&& player->spindashboost == 0
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&& player->nocontrol == 0)
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{
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return false;
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return true;
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}
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return (K_PlayerEBrake(player) && player->spheres > 0);
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return false;
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}
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SINT8 K_Sliptiding(player_t *player)
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@ -11040,6 +11043,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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else
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{
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player->instaWhipCharge = 0;
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player->guardCooldown = INSTAWHIP_DROPGUARD;
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if (!K_PowerUpRemaining(player, POWERUP_BARRIER))
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{
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player->guardCooldown = INSTAWHIP_COOLDOWN;
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