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Add BETTER_BOUNCE
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@@ -121,6 +121,8 @@
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#define POLE_SWING
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// If A and Z are pressed on the same frame, Mario will long jump instead of ground pound.
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#define EASIER_LONG_JUMPS
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// Holding A while bouncing on an enemy will bounce Mario higher
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#define BETTER_BOUNCE
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// Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive
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#define JUMP_KICK_FIX
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// Allow Mario to grab hangable ceilings from any state
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@@ -1299,7 +1299,11 @@ u32 interact_hit_from_below(struct MarioState *m, UNUSED u32 interactType, struc
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#endif
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return drop_and_set_mario_action(m, ACT_TWIRLING, 0);
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} else {
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#ifdef BETTER_BOUNCE
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bounce_off_object(m, obj, (m->input & INPUT_A_DOWN) ? 60.0f : 30.0f);
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#else
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bounce_off_object(m, obj, 30.0f);
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#endif
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}
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}
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} else if (take_damage_and_knock_back(m, obj)) {
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@@ -1337,7 +1341,11 @@ u32 interact_bounce_top(struct MarioState *m, UNUSED u32 interactType, struct Ob
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#endif
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return drop_and_set_mario_action(m, ACT_TWIRLING, 0);
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} else {
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#ifdef BETTER_BOUNCE
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bounce_off_object(m, obj, (m->input & INPUT_A_DOWN) ? 60.0f : 30.0f);
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#else
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bounce_off_object(m, obj, 30.0f);
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#endif
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}
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}
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} else if (take_damage_and_knock_back(m, obj)) {
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