Make slipdash actually activate next round lol
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1 changed files with 2 additions and 2 deletions
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@ -8818,7 +8818,7 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
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turnvalue = FixedMul(turnvalue, adjustangle); // Weight has a small effect on turning
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turnvalue = FixedMul(turnvalue, adjustangle); // Weight has a small effect on turning
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if (cv_kartslipdash.value && K_Sliptiding(player)) // slight handling boost based on weight
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if (K_SlipdashActive() && K_Sliptiding(player)) // slight handling boost based on weight
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turnvalue = FixedMul(turnvalue, FRACUNIT + (10 - player->kartweight)*FRACUNIT/48);
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turnvalue = FixedMul(turnvalue, FRACUNIT + (10 - player->kartweight)*FRACUNIT/48);
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if (player->invincibilitytimer || player->sneakertimer || player->growshrinktimer > 0)
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if (player->invincibilitytimer || player->sneakertimer || player->growshrinktimer > 0)
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@ -9127,7 +9127,7 @@ static void K_KartDrift(player_t *player, boolean onground)
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static void K_KartSlipdash(player_t *player, boolean onground)
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static void K_KartSlipdash(player_t *player, boolean onground)
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{
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{
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boolean snaked = player->slipdashdir && player->aizdriftstrat && player->slipdashdir != player->aizdriftstrat;
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boolean snaked = player->slipdashdir && player->aizdriftstrat && player->slipdashdir != player->aizdriftstrat;
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if (!cv_kartslipdash.value || P_PlayerInPain(player))
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if (!K_SlipdashActive() || P_PlayerInPain(player))
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{
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{
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player->slipdashcharge = 0;
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player->slipdashcharge = 0;
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player->slipdashdir = 0;
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player->slipdashdir = 0;
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