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Compatlevel for bumpslow fixes
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1 changed files with 11 additions and 6 deletions
17
src/k_kart.c
17
src/k_kart.c
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@ -10507,10 +10507,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->trickboost)
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if (player->trickboost)
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player->trickboost--;
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player->trickboost--;
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/*
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if (K_PlayerUsesBotMovement(player) && player->botvars.bumpslow && player->incontrol)
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player->botvars.bumpslow--;
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*/
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// WHOOPS! 2.4 bots were tuned around a bugged version of bumpslow that NEVER decayed
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// WHOOPS! 2.4 bots were tuned around a bugged version of bumpslow that NEVER decayed
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// if the player in slot 0 was a human. People seem to like this tuning, but the dampened
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// if the player in slot 0 was a human. People seem to like this tuning, but the dampened
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@ -10520,8 +10516,17 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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// I'd like to retune this later, but for now, just set bumpslow on every bot, as if they all
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// I'd like to retune this later, but for now, just set bumpslow on every bot, as if they all
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// contact a wall instantly—consistently giving them the softer rubberband advancement.
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// contact a wall instantly—consistently giving them the softer rubberband advancement.
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// What the fuck making games is hard.
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// What the fuck making games is hard.
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if (K_PlayerUsesBotMovement(player))
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if (G_CompatLevel(0x0010))
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player->botvars.bumpslow = TICRATE*2;
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{
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// Backwards compatibility for bot takeover in staff ghosts.
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if (K_PlayerUsesBotMovement(player) && player->botvars.bumpslow && player->incontrol)
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player->botvars.bumpslow--;
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}
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else
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{
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if (K_PlayerUsesBotMovement(player))
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player->botvars.bumpslow = TICRATE*2;
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}
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if (player->flamedash)
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if (player->flamedash)
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