From 9f7c900a475c0e7f089e8bdfe683bbf8c299c032 Mon Sep 17 00:00:00 2001 From: VelocitOni Date: Mon, 1 Sep 2025 01:10:11 -0400 Subject: [PATCH] Stronger bail Bail is JUICED --- src/k_kart.c | 9 ++++++++- src/k_kart.h | 10 +++++----- 2 files changed, 13 insertions(+), 6 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index 7816aaa21..746cff2db 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -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); } diff --git a/src/k_kart.h b/src/k_kart.h index 483800777..63b61a53d 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -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)