Get rid of the initial boost thrust

Could easily be abused to skip and cheese ramp setpieces
This commit is contained in:
Anonimus 2025-09-29 09:13:00 -04:00
parent f29ba22cc8
commit d013159ad9

View file

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