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Use player max speed for bubblebounce min speed
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1 changed files with 8 additions and 1 deletions
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@ -11331,7 +11331,14 @@ boolean K_FastFallBounce(player_t *player)
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if (player->curshield == KSHIELD_BUBBLE)
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if (player->curshield == KSHIELD_BUBBLE)
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{
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{
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S_StartSound(player->mo, sfx_s3k44);
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S_StartSound(player->mo, sfx_s3k44);
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P_InstaThrust(player->mo, player->mo->angle, 11*max(player->speed, abs(player->fastfall))/10);
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// This is a slightly irritating way of doing this, but because ground contact while
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// bubblebouncing gives you 1 tic of ground friction, naively using a factor of player
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// speed makes your sustained speed heavily gamespeed dependent.
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fixed_t minspeed = 12*K_GetKartSpeed(player, false, false)/10;
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fixed_t fallspeed = abs(player->fastfall);
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P_InstaThrust(player->mo, player->mo->angle, 11*max(minspeed, fallspeed)/10);
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bounce += 3 * mapobjectscale;
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bounce += 3 * mapobjectscale;
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}
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}
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else
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else
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