Make this heavy airdrop branch more explicit to prevent lightairdrop from falling through

This commit is contained in:
NepDisk 2026-02-25 08:31:37 -05:00
parent 8aa512e2a4
commit 2e2862e79f

View file

@ -7088,7 +7088,7 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
{
player->airdropflags |= PAF_AIRDROP_LIGHT;
}
else if (player->airdroppredelay >= (airdropactive == AIRDROP_FUSION ? airbrakedelay_light : airbrakedelay_heavy) &&
else if ((airdropactive == AIRDROP_HEAVY || airdropactive == AIRDROP_FUSION) && player->airdroppredelay >= (airdropactive == AIRDROP_FUSION ? airbrakedelay_light : airbrakedelay_heavy) &&
!(player->airdropflags & (PAF_AIRDROP_HEAVY)) && !(player->mo->eflags & MFE_GOOWATER)) // in fusion, fires if brake is held but not accel, and has the same delay as light airdrop (this makes it feel really really stiff but we're sacking feel for balance with light drop here 🥲)
{
player->airdropflags |= PAF_AIRDROP_HEAVY;