Tumble nerfing, on Oni's request.

- Maximum tumble height that leads into last bounce is now 60 mfu (mobjscaled fracunits), from 40 mfu.
- All tumbles that are over 100 mfu high have extra attenuation applied to them.
- Tumble into lightsnake now puts you in 1.5 seconds of wipeout, rather than the last tumble.
This commit is contained in:
toaster 2021-10-17 22:14:42 +01:00
parent 303df77b68
commit a43b64cb76
2 changed files with 8 additions and 5 deletions

View file

@ -3215,14 +3215,14 @@ void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source)
static boolean K_LastTumbleBounceCondition(player_t *player)
{
return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 40);
return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 60);
}
static void K_HandleTumbleBounce(player_t *player)
{
fixed_t gravityadjust;
player->tumbleBounces++;
player->tumbleHeight = (player->tumbleHeight * 4) / 5;
player->tumbleHeight = (player->tumbleHeight * ((player->tumbleHeight > 100) ? 3 : 4)) / 5;
player->pflags &= ~PF_TUMBLESOUND;
if (player->tumbleHeight < 10)

View file

@ -155,9 +155,12 @@ void K_DoIngameRespawn(player_t *player)
// If player was tumbling, set variables so that they don't tumble like crazy after they're done respawning
if (player->tumbleBounces > 0)
{
player->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once)
player->pflags &= ~PF_TUMBLELASTBOUNCE; // Still force them to bounce at least once for the funny
players->tumbleHeight = 20; // force tumble height
player->tumbleBounces = 0; // MAXBOUNCES-1;
player->pflags &= ~PF_TUMBLELASTBOUNCE;
//players->tumbleHeight = 20;
players->mo->rollangle = 0;
player->spinouttype = KSPIN_WIPEOUT;
player->spinouttimer = player->wipeoutslow = (3*TICRATE/2)+2;
}
P_ResetPlayer(player);