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Stronger bail
Bail is JUICED
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2 changed files with 13 additions and 6 deletions
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@ -3126,7 +3126,7 @@ boolean K_ApplyOffroad(const player_t *player)
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boolean K_SlopeResistance(const player_t *player)
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{
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if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || player->tiregrease || player->flamedash)
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if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || player->tiregrease || player->flamedash || player->baildrop)
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return true;
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if (player->curshield == KSHIELD_TOP)
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return true;
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@ -10698,6 +10698,13 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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S_StartSound(player->follower, fl->hornsound);
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}
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if (!P_IsObjectOnGround(player->mo)) // If you're bailing off the ground, shoot down. Mostly for Burst
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{
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player->mo->momz -= 100 * player->mo->scale;
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P_StartQuakeFromMobj(7, 100 * player->mo->scale, 2048 * player->mo->scale, player->mo); // quake even harder
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S_StartSound(player->mo, sfx_gshc6);
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}
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S_StartSound(player->mo, sfx_kc33);
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}
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10
src/k_kart.h
10
src/k_kart.h
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@ -45,11 +45,11 @@ Make sure this matches the actual number of states
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#define PUNISHWINDOW (7*TICRATE/10)
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#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
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#define BAIL_DROP (FRACUNIT)
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#define BAIL_BOOST (6*FRACUNIT/5)
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#define BAIL_CREDIT_DEBTRINGS (true)
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#define BAIL_DROPFREQUENCY (2)
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#define BAILSTUN (TICRATE*6)
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#define BAIL_DROP (3*FRACUNIT/2) // How many rings it has to drop before stun starts
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#define BAIL_BOOST (19*FRACUNIT/10) // How fast bail itself is
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#define BAIL_CREDIT_DEBTRINGS (true)
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#define BAIL_DROPFREQUENCY (1) // How quickly the rings spill out
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#define BAILSTUN (TICRATE*6) // The fixed length of stun after baildrop is over
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#define MAXCOMBOTHRUST (mapobjectscale*20)
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#define MAXCOMBOFLOAT (mapobjectscale*10)
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