Set Fang's minimum bounce strength to 1.5 times jump strength
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@ -4730,6 +4730,7 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz)
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return;
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return;
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if (changemomz)
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if (changemomz)
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{
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{
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fixed_t minmomz;
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prevmomz = player->mo->momz;
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prevmomz = player->mo->momz;
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if (P_MobjFlip(player->mo)*prevmomz < 0)
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if (P_MobjFlip(player->mo)*prevmomz < 0)
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prevmomz = 0;
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prevmomz = 0;
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@ -4737,7 +4738,8 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz)
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prevmomz /= 2;
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prevmomz /= 2;
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P_DoJump(player, false);
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P_DoJump(player, false);
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player->pflags &= ~(PF_STARTJUMP|PF_JUMPED);
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player->pflags &= ~(PF_STARTJUMP|PF_JUMPED);
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player->mo->momz = (FixedMul(player->mo->momz, 3*FRACUNIT/2) + prevmomz)/2;
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minmomz = FixedMul(player->mo->momz, 3*FRACUNIT/2);
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player->mo->momz = max(minmomz, (minmomz + prevmomz)/2);
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}
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}
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S_StartSound(player->mo, sfx_boingf);
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S_StartSound(player->mo, sfx_boingf);
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P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE_LANDING);
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P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE_LANDING);
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