Get rid of the initial boost thrust
Could easily be abused to skip and cheese ramp setpieces
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1 changed files with 10 additions and 12 deletions
22
src/k_kart.c
22
src/k_kart.c
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@ -10605,22 +10605,20 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if (player->bubbleblowup > bubbletime*4)
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{
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// If you overcharge the Bubble Shield at
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// any point, it pops and rockets you ahead.
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// any point, it pops and gives you a boost.
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K_BreakBubbleShield(player);
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K_PopPlayerShield(player);
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S_StartSoundAtVolume(player->mo, sfx_cdfm57, 170);
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K_PlayBoostTaunt(player->mo);
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#define BUBBLETHRUST (7 * FRACUNIT / 5)
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fixed_t spd =
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max(K_GetKartSpeed(player, true, true),
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FixedMul(player->speed, player->mo->scale));
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if (onground)
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{
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// If you're on the ground, you're going to
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// immediately feel the effects of this boost.
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// Play a sound to let everyone know!
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S_StartSoundAtVolume(player->mo, sfx_cdfm57, 170);
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K_PlayBoostTaunt(player->mo);
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}
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P_InstaThrust(player->mo,
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K_MomentumAngle(player->mo),
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FixedMul(spd, BUBBLETHRUST));
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#undef BUBBLETHRUST
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player->bubbleboost = 2 * sneakertime / 3;
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player->bubbleboost = 7 * sneakertime / 10;
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}
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}
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else
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