From 48f3cea3af883a5dcc23afbcd4325a00ca38399d Mon Sep 17 00:00:00 2001 From: GenericHeroGuy Date: Mon, 31 Mar 2025 22:29:45 +0200 Subject: [PATCH] Make slipdash actually activate next round lol --- src/k_kart.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index e3bb0fa7f..144defa91 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -8818,7 +8818,7 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) turnvalue = FixedMul(turnvalue, adjustangle); // Weight has a small effect on turning - if (cv_kartslipdash.value && K_Sliptiding(player)) // slight handling boost based on weight + if (K_SlipdashActive() && K_Sliptiding(player)) // slight handling boost based on weight turnvalue = FixedMul(turnvalue, FRACUNIT + (10 - player->kartweight)*FRACUNIT/48); if (player->invincibilitytimer || player->sneakertimer || player->growshrinktimer > 0) @@ -9127,7 +9127,7 @@ static void K_KartDrift(player_t *player, boolean onground) static void K_KartSlipdash(player_t *player, boolean onground) { boolean snaked = player->slipdashdir && player->aizdriftstrat && player->slipdashdir != player->aizdriftstrat; - if (!cv_kartslipdash.value || P_PlayerInPain(player)) + if (!K_SlipdashActive() || P_PlayerInPain(player)) { player->slipdashcharge = 0; player->slipdashdir = 0;