diff --git a/src/g_game.c b/src/g_game.c index 1020883cf..37cfa2f65 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -876,6 +876,24 @@ INT32 localdelta[MAXSPLITSCREENPLAYERS]; INT32 localstoredeltas[MAXSPLITSCREENPLAYERS][TICCMD_LATENCYMASK + 1]; UINT8 localtic; +void G_ResetAnglePrediction(player_t *player) +{ + UINT16 i, j; + + for (i = 0; i <= r_splitscreen; i++) + { + if (&players[displayplayers[i]] == player) + { + localdelta[i] = 0; + for (j = 0; j < TICCMD_LATENCYMASK; j++) + { + localstoredeltas[i][j] = 0; + } + break; + } + } +} + // Turning was removed from G_BuildTiccmd to prevent easy client hacking. // This brings back the camera prediction that was lost. static void G_DoAnglePrediction(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer, player_t *player) @@ -884,17 +902,25 @@ static void G_DoAnglePrediction(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer, p localtic = cmd->latency; - while (realtics > 0) + if (player->pflags & PF_DRIFTEND) { - localsteering[ssplayer - 1] = K_UpdateSteeringValue(localsteering[ssplayer - 1], cmd->turning); - angleChange = K_GetKartTurnValue(player, localsteering[ssplayer - 1]) << TICCMD_REDUCE; + // Otherwise, your angle slingshots off to the side violently... + G_ResetAnglePrediction(player); + } + else + { + while (realtics > 0) + { + localsteering[ssplayer - 1] = K_UpdateSteeringValue(localsteering[ssplayer - 1], cmd->turning); + angleChange = K_GetKartTurnValue(player, localsteering[ssplayer - 1]) << TICCMD_REDUCE; - // Store the angle we applied to this tic, so we can revert it later. - // If we trust the camera to do all of the work, then it can get out of sync fast. - localstoredeltas[ssplayer - 1][cmd->latency] += angleChange; - localdelta[ssplayer - 1] += angleChange; + // Store the angle we applied to this tic, so we can revert it later. + // If we trust the camera to do all of the work, then it can get out of sync fast. + localstoredeltas[ssplayer - 1][cmd->latency] += angleChange; + localdelta[ssplayer - 1] += angleChange; - realtics--; + realtics--; + } } localangle[ssplayer - 1] = player->angleturn + localdelta[ssplayer - 1]; diff --git a/src/g_game.h b/src/g_game.h index 8b9aed2fd..52c7c7a0d 100644 --- a/src/g_game.h +++ b/src/g_game.h @@ -84,6 +84,7 @@ extern consvar_t cv_resume; // build an internal map name MAPxx from map number const char *G_BuildMapName(INT32 map); +void G_ResetAnglePrediction(player_t *player); void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer); // copy ticcmd_t to and fro the normal way diff --git a/src/p_user.c b/src/p_user.c index 6e08127d3..0d8f3e7ab 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -4874,6 +4874,7 @@ void P_ForceLocalAngle(player_t *player, angle_t angle) if (player == &players[displayplayers[i]]) { localangle[i] = angle; + G_ResetAnglePrediction(player); break; } }