From 04b65c70c414b96de6cc2e9141a599c39fa9fb67 Mon Sep 17 00:00:00 2001 From: NepDisk Date: Tue, 1 Jul 2025 12:58:52 -0400 Subject: [PATCH] Fix spinout retaining prev frame speedboost This would happen because prevspeedboost would be used next frame for speedboost regardless of hit condition --- src/k_kart.c | 5 +++++ src/p_inter.c | 1 - 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/src/k_kart.c b/src/k_kart.c index 0a0d24dfd..72758e2f2 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -7647,6 +7647,11 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) if (!K_IsPlayerDamaged(player) && !player->wipeoutslow) player->boostangle = player->mo->angle; + if (P_PlayerInPain(player)) + { + player->prevspeedboost = 0; + } + K_GetKartBoostPower(player); // Special effect objects! diff --git a/src/p_inter.c b/src/p_inter.c index 307433ddb..294b820bf 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -2280,7 +2280,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da //player->flamedash = 0; player->ringboost = 0; player->glanceDir = 0; - K_ClearBoost(player); player->pflags &= ~PF_GAINAX; INT16 ringburst = 3;