From e40b8eab8208e815d212909a09d6189d0510c3ee Mon Sep 17 00:00:00 2001 From: VelocitOni Date: Tue, 15 Jul 2025 20:56:46 -0400 Subject: [PATCH] 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. --- src/k_kart.c | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index 45853c340..acde0305b 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -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++)