Slide Kick: Difference between revisions

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|group= Airborne
|group= Airborne
|id= 0x0AA
|id= 0x0AA
|into=
|into=[[Freefall]], [[Slide Kick Slide]], [[Backward Air Kb]], [[Lava Boost]]
|out of=
|out of=
|animation=
|animation=

Revision as of 00:19, 26 February 2023

Slide Kick
Properties
Hex 0x018008AA
Action Flags todo
Action Group Airborne
ID 0x0AA
Transitions
Into Freefall, Slide Kick Slide, Backward Air Kb, Lava Boost

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

(perform_air_step returns NONE if all quartersteps were cancelled)

References