diff --git a/src/k_respawn.c b/src/k_respawn.c index ff7830c32..7052fe466 100644 --- a/src/k_respawn.c +++ b/src/k_respawn.c @@ -122,9 +122,9 @@ 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->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once) player->tumbleLastBounce = false; // Still force them to bounce at least once for the funny - players->tumbleHeight = 20; // force tumble height + players->tumbleHeight = 20; // force tumble height } P_ResetPlayer(player); diff --git a/src/p_mobj.c b/src/p_mobj.c index 3033256d5..6b5e6fcf4 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -9427,6 +9427,18 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUAMARINE); break; case MT_BALLOON: + { + static const UINT8 BALLOONCOLORS[] = { + // Carnival Night balloon colors + SKINCOLOR_KETCHUP, + SKINCOLOR_SAPPHIRE, + SKINCOLOR_TANGERINE, + SKINCOLOR_JET + }; + + mobj->color = BALLOONCOLORS[P_RandomKey(sizeof(BALLOONCOLORS))]; + } + break; case MT_KART_LEFTOVER: mobj->color = SKINCOLOR_RED; break;