Slide Kick
When a slide kick is happening:[1]
- If actionTimer > 30 or yPos - floorHeight > 500; Freefall
- update_air_without_turn
- switch perform_air_step():
- case AIR_STEP_NONE
- if actionState == 0, change angle
- break
- case AIR_STEP_LANDED
- if actionState != 0 or vel[1] >= 0; Slide Kick Slide
- else velocity is negative; set velocity to -velocity/2, actionState to 1, actionTimer to 0, play_mario_landing_sound and break
- case AIR_STEP_HIT_WALL, cap speed to 0, Backward Air Knockback
- case AIR_STEP_HIT_LAVA_WALL, change angle, make sure speed is at least 24, damage, Lava Boost
- case AIR_STEP_NONE
Slide Kick | |
Properties | |
Hex | todo |
Action Flags | todo |
Action Group | Airborne |
ID | todo |
(perform_air_step returns NONE if all quartersteps were cancelled)