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oops, make sure to only quake after hitlag
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1 changed files with 2 additions and 2 deletions
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@ -10051,11 +10051,11 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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player->ringboost /= 3;
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}
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if (player->bailquake) // quake as soon as we leave hitlag
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if (player->bailquake && !player->mo->hitlag) // quake as soon as we leave hitlag
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{
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P_StartQuakeFromMobj(7, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
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player->bailquake = false;
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}
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}
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// The precise ordering of start-of-level made me want to cut my head off,
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// so let's try this instead. Whatever!
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