Fix dash/boost triggering during intermissions.
Invert direction of wallclimb push, dunno why it was like that.
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d891975adc
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2 changed files with 4 additions and 4 deletions
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \cwGZ\c- r429 (Sun 19 Jul 09:14:18 CEST 2020)";
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SWWM_MODVER="\chSWWM \cwGZ\c- r430 (Mon 20 Jul 18:04:17 CEST 2020)";
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@ -853,7 +853,7 @@ Class Demolitionist : PlayerPawn
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if ( (waterlevel < 2) && !(bFly || bFlyCheat) )
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dodge.z += (player.cmd.buttons&BT_CROUCH)?-.05:.15;
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if ( !level.IsJumpingAllowed() ) dodge.z = min(0,dodge.z);
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if ( (dodge.length() > 0) && (dashcooldown <= 0) && (dashfuel > 20.) && player.cmd.buttons&BT_USER2 && (player.onground || level.IsJumpingAllowed()) )
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if ( (dodge.length() > 0) && (dashcooldown <= 0) && (dashfuel > 20.) && player.cmd.buttons&BT_USER2 && (player.onground || level.IsJumpingAllowed()) && (gamestate == GS_LEVEL) )
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{
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dashdir = dodge.unit();
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dashcooldown = 10;
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@ -921,7 +921,7 @@ Class Demolitionist : PlayerPawn
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}
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if ( walljump ) break;
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}
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if ( player.cmd.buttons&BT_JUMP )
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if ( (player.cmd.buttons&BT_JUMP) && (gamestate == GS_LEVEL) )
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{
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// cooldown before we can do these, avoids accidental walljumps off ledges we just fell off from
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if ( level.maptime < (lastgroundtic+4) )
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@ -967,7 +967,7 @@ Class Demolitionist : PlayerPawn
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{
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if ( vel.z < 10. )
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vel.z += jumpvelz+clamp(-pvelz*.8,0.,30.);
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vel.xy += walldir*5*Speed;
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vel.xy -= walldir*5*Speed;
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}
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if ( jumpactor && jumpactor.bSHOOTABLE )
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{
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