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
This commit is contained in:
NepDisk 2024-09-06 18:37:42 -04:00
parent 0cb1a8b21c
commit ee60073749
2 changed files with 4 additions and 4 deletions

View file

@ -2720,7 +2720,7 @@ boolean K_WaterRun(player_t *player)
boolean K_WaterSkip(player_t *player)
{
if (player->waterskip >= 2)
if (player->waterskip > 2)
{
// Already finished waterskipping.
return false;
@ -4741,7 +4741,7 @@ void K_DoWaterRunPanel(player_t *player)
K_FlipFromObject(overlay, player->mo);
}
player->sneakertimer = sneakertime;
player->sneakertimer = TICRATE*2;
player->waterrun = true;
// set angle for spun out players:

View file

@ -531,7 +531,7 @@ void K_ProcessTerrainEffect(mobj_t *mo)
else
player->floorboost = 2;
K_DoSneaker(player, 0);
K_DoWaterRunPanel(player);
}
// Speed pad
@ -1652,7 +1652,7 @@ static void K_ParseTerrainParameter(size_t i, char *param, char *val)
{
K_FlagBoolean(&terrain->flags, TRF_SNEAKERPANEL, val);
}
else if (stricmp(param, "waterRunPanel") == 0)
else if (stricmp(param, "waterRunPanel") == 0 || stricmp(param, "waterPanel") == 0)
{
K_FlagBoolean(&terrain->flags, TRF_WATERRUNPANEL, val);
}