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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.
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036cc38213
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e40b8eab82
1 changed files with 7 additions and 3 deletions
10
src/k_kart.c
10
src/k_kart.c
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@ -14971,11 +14971,15 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
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{
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S_StartSound(player->mo, sfx_gsha7);
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if (P_IsObjectOnGround(player->mo))
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if (P_IsObjectOnGround(player->mo)) // facing angle blends w/ momentum angle for game-feel
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{
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P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale); // facing angle is ground only, blends w/ momentum angle (constant) for game-feel
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P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
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}
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else // air version is momentum angle only, reduces cheese, is twice as strong to compensate
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{
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 50*player->mo->scale);
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}
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale); // that consistent momentum angle thrust, done this way to reduce cheese
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UINT8 numsparks = 8;
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for (UINT8 i = 0; i < numsparks; i++)
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