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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.
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2 changed files with 8 additions and 5 deletions
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@ -3215,14 +3215,14 @@ void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source)
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static boolean K_LastTumbleBounceCondition(player_t *player)
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{
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return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 40);
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return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 60);
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}
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static void K_HandleTumbleBounce(player_t *player)
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{
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fixed_t gravityadjust;
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player->tumbleBounces++;
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player->tumbleHeight = (player->tumbleHeight * 4) / 5;
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player->tumbleHeight = (player->tumbleHeight * ((player->tumbleHeight > 100) ? 3 : 4)) / 5;
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player->pflags &= ~PF_TUMBLESOUND;
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if (player->tumbleHeight < 10)
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@ -155,9 +155,12 @@ void K_DoIngameRespawn(player_t *player)
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// If player was tumbling, set variables so that they don't tumble like crazy after they're done respawning
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if (player->tumbleBounces > 0)
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{
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player->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once)
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player->pflags &= ~PF_TUMBLELASTBOUNCE; // Still force them to bounce at least once for the funny
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players->tumbleHeight = 20; // force tumble height
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player->tumbleBounces = 0; // MAXBOUNCES-1;
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player->pflags &= ~PF_TUMBLELASTBOUNCE;
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//players->tumbleHeight = 20;
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players->mo->rollangle = 0;
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player->spinouttype = KSPIN_WIPEOUT;
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player->spinouttimer = player->wipeoutslow = (3*TICRATE/2)+2;
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}
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P_ResetPlayer(player);
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