Fix and Tweak waterrun panels
These now last 2 seconds which is slighty longer then a sneaker, to allow for easier water traversal without stacking
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0cb1a8b21c
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2 changed files with 4 additions and 4 deletions
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@ -2720,7 +2720,7 @@ boolean K_WaterRun(player_t *player)
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boolean K_WaterSkip(player_t *player)
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{
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if (player->waterskip >= 2)
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if (player->waterskip > 2)
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{
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// Already finished waterskipping.
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return false;
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@ -4741,7 +4741,7 @@ void K_DoWaterRunPanel(player_t *player)
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K_FlipFromObject(overlay, player->mo);
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}
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player->sneakertimer = sneakertime;
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player->sneakertimer = TICRATE*2;
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player->waterrun = true;
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// set angle for spun out players:
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@ -531,7 +531,7 @@ void K_ProcessTerrainEffect(mobj_t *mo)
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else
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player->floorboost = 2;
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K_DoSneaker(player, 0);
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K_DoWaterRunPanel(player);
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}
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// Speed pad
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@ -1652,7 +1652,7 @@ static void K_ParseTerrainParameter(size_t i, char *param, char *val)
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{
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K_FlagBoolean(&terrain->flags, TRF_SNEAKERPANEL, val);
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}
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else if (stricmp(param, "waterRunPanel") == 0)
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else if (stricmp(param, "waterRunPanel") == 0 || stricmp(param, "waterPanel") == 0)
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{
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K_FlagBoolean(&terrain->flags, TRF_WATERRUNPANEL, val);
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}
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