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* Instead of checking for a player moving up, check for a player moving up that's only JUST been tumbled.
* Remove the DMG_WOMBO flag from PVP touch damage tumbles as that was restricting tumble combos in this branch, not allowing it.
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2 changed files with 11 additions and 7 deletions
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@ -492,12 +492,12 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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if (t1Condition == true && t2Condition == false)
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if (t1Condition == true && t2Condition == false)
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{
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{
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P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
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return true;
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return true;
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}
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}
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else if (t1Condition == false && t2Condition == true)
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else if (t1Condition == false && t2Condition == true)
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{
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{
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE|DMG_WOMBO);
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
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return true;
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return true;
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}
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}
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@ -507,12 +507,12 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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if (t1Condition == true && t2Condition == false)
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if (t1Condition == true && t2Condition == false)
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{
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{
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P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
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return true;
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return true;
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}
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}
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else if (t1Condition == false && t2Condition == true)
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else if (t1Condition == false && t2Condition == true)
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{
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{
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE|DMG_WOMBO);
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
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return true;
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return true;
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}
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}
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@ -1931,9 +1931,13 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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// Check if we should allow wombo combos (hard hits by default, inverted by the presence of DMG_WOMBO).
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// Check if we should allow wombo combos (hard hits by default, inverted by the presence of DMG_WOMBO).
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boolean allowcombo = (hardhit == !(damagetype & DMG_WOMBO));
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boolean allowcombo = (hardhit == !(damagetype & DMG_WOMBO));
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// NEVER allow DMG_TUMBLE stacking if you're moving upwards (relative to gravity).
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// Tumble is a special case.
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if ((type == DMG_TUMBLE) && (P_MobjFlip(target)*target->momz > 0))
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if ((type == DMG_TUMBLE)
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allowcombo = false;
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{
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// don't allow constant combo
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if (player->tumbleBounces == 1 && (P_MobjFlip(target)*target->momz > 0)
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allowcombo = false;
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}
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if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0)
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if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0)
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{
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{
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