Fire extra movement event to fix turn delay when attacking an opponent who is jumping over your head
@@ -1934,6 +1934,14 @@ int har_act(object *obj, int act_type) {
return 1;
}
+ // if enemy is airborn we fire extra walk event to check whether we need to turn
+ // fixes some rare behaviour where you cannot kick-counter someone who jumps over you
+ int opp_id = h->player_id ? 0 : 1;
+ object *opp = game_player_get_har(game_state_get_player(obj->gs, opp_id));
+ if(object_is_airborne(opp)) {
+ har_event_walk(h, 1);
+ }
+
return 0;
}
