Slide Kick

Revision as of 00:19, 26 February 2023 by Icecream17 (talk | contribs) (add into)

When a slide kick is happening:[1]

  1. If actionTimer > 30 or yPos - floorHeight > 500; Freefall
  2. update_air_without_turn
  3. switch perform_air_step():
    1. case AIR_STEP_NONE
      1. if actionState == 0, change angle
      2. break
    2. case AIR_STEP_LANDED
      1. if actionState != 0 or vel[1] >= 0; Slide Kick Slide
      2. else velocity is negative; set velocity to -velocity/2, actionState to 1, actionTimer to 0, play_mario_landing_sound and break
    3. case AIR_STEP_HIT_WALL, cap speed to 0, Backward Air Knockback
    4. case AIR_STEP_HIT_LAVA_WALL, change angle, make sure speed is at least 24, damage, Lava Boost
Slide Kick
Properties
Hex 0x018008AA
Action Flags todo
Action Group Airborne
ID 0x0AA
Transitions
Into Freefall, Slide Kick Slide, Backward Air Kb, Lava Boost

(perform_air_step returns NONE if all quartersteps were cancelled)

References