Flip this around

Momentum angle is meant to always be applied, facing angle addition/"blend" is for grounded version only.
This commit is contained in:
VelocitOni 2025-07-15 20:38:06 -04:00
parent b4204cb02d
commit 036cc38213

View file

@ -14973,9 +14973,9 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
S_StartSound(player->mo, sfx_gsha7);
if (P_IsObjectOnGround(player->mo))
{
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale); // facing angle is ground only, blends w/ momentum angle (constant) for game-feel
}
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale); // that consistent momentum angle thrust, done this way to reduce cheese
UINT8 numsparks = 8;
for (UINT8 i = 0; i < numsparks; i++)