Made PVP stunlocks harder

This commit is contained in:
MysterD 2022-04-14 18:28:08 -07:00
parent bf435d5aa9
commit 105907cd71
3 changed files with 7 additions and 3 deletions

View File

@ -700,7 +700,7 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
m->vel[2] = -mag * coss(m->interactObj->oFaceAngleYaw);
m->slideVelX = m->vel[0];
m->slideVelZ = m->vel[2];
m->knockbackTimer = 3;
m->knockbackTimer = 10;
m->faceAngle[1] = m->interactObj->oFaceAngleYaw + (sign == 1.0f ? 0 : 0x8000);
}
@ -1377,6 +1377,10 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
return false;
}
if (m2->knockbackTimer > 0) {
return false;
}
// determine if slide attack should be ignored
if ((interaction & INT_ATTACK_SLIDE) || player_is_sliding(m2)) {
// determine the difference in velocities

View File

@ -1110,7 +1110,7 @@ u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFall
mario_set_forward_vel(m, speed);
}
} else {
m->knockbackTimer = 3;
m->knockbackTimer = 10;
}
stepResult = perform_air_step(m, 0);

View File

@ -1625,7 +1625,7 @@ s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2
}
}
} else {
m->knockbackTimer = 3;
m->knockbackTimer = 10;
}
animFrame = set_mario_animation(m, animation);