Air version twice as strong, compensation

Now an else statement, air version is twice as strong to match power from master, but is still momentum angle only.
This commit is contained in:
VelocitOni 2025-07-15 20:56:46 -04:00
parent 036cc38213
commit e40b8eab82

View file

@ -14971,11 +14971,15 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
S_StartSound(player->mo, sfx_gsha7);
if (P_IsObjectOnGround(player->mo))
if (P_IsObjectOnGround(player->mo)) // facing angle blends w/ momentum angle for game-feel
{
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale); // facing angle is ground only, blends w/ momentum angle (constant) for game-feel
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
}
else // air version is momentum angle only, reduces cheese, is twice as strong to compensate
{
P_Thrust(player->mo, K_MomentumAngle(player->mo), 50*player->mo->scale);
}
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale); // that consistent momentum angle thrust, done this way to reduce cheese
UINT8 numsparks = 8;
for (UINT8 i = 0; i < numsparks; i++)