by Fox666 » Mon Feb 10, 2020 10:48 am
Graf Zahl wrote:Do you have code to enable this thing or an idea where the check is that prevents this?
I have not tested it, but it should be this:
Remove the checks for curr_weapon and kickback_pic
Code: Select all
if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
{
if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
{
pPlayer->quick_kick = 14;
if (pPlayer->fta == 0 || pPlayer->ftq == 80)
P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
}
}
Remove the checks for curr_weapon and kickback_pic
Code: Select all
|| ((moveFlags & pkicking)
&& (vm.pPlayer->quick_kick > 0
|| (PWEAPON(vm.playerNum, vm.pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && vm.pPlayer->kickback_pic > 0)))
On theory the quick_kick check here would also be removed, but if I'm not mistaken it existed in v1.3D too
Code: Select all
case KNEE_WEAPON:
if (pPlayer->quick_kick == 0)
{
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
[quote="Graf Zahl"]Do you have code to enable this thing or an idea where the check is that prevents this?[/quote]
I have not tested it, but it should be this:
Remove the checks for curr_weapon and kickback_pic
[code]
if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
{
if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
{
pPlayer->quick_kick = 14;
if (pPlayer->fta == 0 || pPlayer->ftq == 80)
P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
}
}
[/code]
Remove the checks for curr_weapon and kickback_pic
[code]
|| ((moveFlags & pkicking)
&& (vm.pPlayer->quick_kick > 0
|| (PWEAPON(vm.playerNum, vm.pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && vm.pPlayer->kickback_pic > 0)))
[/code]
On theory the quick_kick check here would also be removed, but if I'm not mistaken it existed in v1.3D too
[code]
case KNEE_WEAPON:
if (pPlayer->quick_kick == 0)
{
(*weaponFrame) = 1;
if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
}
break;
[/code]