Stronger bail

Bail is JUICED
This commit is contained in:
VelocitOni 2025-09-01 01:10:11 -04:00
parent 9675aaf40f
commit 9f7c900a47
2 changed files with 13 additions and 6 deletions

View file

@ -3126,7 +3126,7 @@ boolean K_ApplyOffroad(const player_t *player)
boolean K_SlopeResistance(const player_t *player)
{
if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || player->tiregrease || player->flamedash)
if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || player->tiregrease || player->flamedash || player->baildrop)
return true;
if (player->curshield == KSHIELD_TOP)
return true;
@ -10698,6 +10698,13 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
S_StartSound(player->follower, fl->hornsound);
}
if (!P_IsObjectOnGround(player->mo)) // If you're bailing off the ground, shoot down. Mostly for Burst
{
player->mo->momz -= 100 * player->mo->scale;
P_StartQuakeFromMobj(7, 100 * player->mo->scale, 2048 * player->mo->scale, player->mo); // quake even harder
S_StartSound(player->mo, sfx_gshc6);
}
S_StartSound(player->mo, sfx_kc33);
}

View file

@ -45,11 +45,11 @@ Make sure this matches the actual number of states
#define PUNISHWINDOW (7*TICRATE/10)
#define BAIL_MAXCHARGE (84) // tics to bail when in painstate nad in air, on ground is half, if you touch this, also update Obj_BailChargeThink synced animation logic
#define BAIL_DROP (FRACUNIT)
#define BAIL_BOOST (6*FRACUNIT/5)
#define BAIL_CREDIT_DEBTRINGS (true)
#define BAIL_DROPFREQUENCY (2)
#define BAILSTUN (TICRATE*6)
#define BAIL_DROP (3*FRACUNIT/2) // How many rings it has to drop before stun starts
#define BAIL_BOOST (19*FRACUNIT/10) // How fast bail itself is
#define BAIL_CREDIT_DEBTRINGS (true)
#define BAIL_DROPFREQUENCY (1) // How quickly the rings spill out
#define BAILSTUN (TICRATE*6) // The fixed length of stun after baildrop is over
#define MAXCOMBOTHRUST (mapobjectscale*20)
#define MAXCOMBOFLOAT (mapobjectscale*10)