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Add player->fastfallBase
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5 changed files with 9 additions and 0 deletions
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@ -524,6 +524,7 @@ struct player_t
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UINT8 spindashboost; // Spindash release boost timer
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fixed_t fastfall; // Fast fall momentum
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fixed_t fastfallBase; // Fast fall base speed multiplier
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UINT8 numboosts; // Count of how many boosts are being stacked, for after image spawning
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fixed_t boostpower; // Base boost value, for offroad
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@ -10057,6 +10057,7 @@ boolean K_FastFallBounce(player_t *player)
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player->mo->momz = bounce * P_MobjFlip(player->mo);
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player->fastfall = 0;
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player->fastfallBase = 0;
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return true;
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}
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@ -282,6 +282,8 @@ static int player_get(lua_State *L)
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lua_pushinteger(L, plr->spindashboost);
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else if (fastcmp(field,"fastfall"))
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lua_pushfixed(L, plr->fastfall);
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else if (fastcmp(field,"fastfallBase"))
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lua_pushfixed(L, plr->fastfallBase);
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else if (fastcmp(field,"numboosts"))
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lua_pushinteger(L, plr->numboosts);
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else if (fastcmp(field,"boostpower"))
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@ -664,6 +666,8 @@ static int player_set(lua_State *L)
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plr->spindashboost = luaL_checkinteger(L, 3);
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else if (fastcmp(field,"fastfall"))
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plr->fastfall = luaL_checkfixed(L, 3);
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else if (fastcmp(field,"fastfallBase"))
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plr->fastfallBase = luaL_checkfixed(L, 3);
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else if (fastcmp(field,"numboosts"))
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plr->numboosts = luaL_checkinteger(L, 3);
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else if (fastcmp(field,"boostpower"))
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@ -311,6 +311,7 @@ static void P_NetArchivePlayers(savebuffer_t *save)
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WRITEUINT8(save->p, players[i].spindashboost);
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WRITEFIXED(save->p, players[i].fastfall);
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WRITEFIXED(save->p, players[i].fastfallBase);
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WRITEUINT8(save->p, players[i].numboosts);
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WRITEFIXED(save->p, players[i].boostpower);
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@ -686,6 +687,7 @@ static void P_NetUnArchivePlayers(savebuffer_t *save)
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players[i].spindashboost = READUINT8(save->p);
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players[i].fastfall = READFIXED(save->p);
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players[i].fastfallBase = READFIXED(save->p);
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players[i].numboosts = READUINT8(save->p);
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players[i].boostpower = READFIXED(save->p);
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@ -482,6 +482,7 @@ void P_ResetPlayer(player_t *player)
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player->trickpanel = 0;
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player->glanceDir = 0;
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player->fastfall = 0;
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player->fastfallBase = 0;
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if (player->mo != NULL && P_MobjWasRemoved(player->mo) == false)
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{
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