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Fix edge cases in turn solver sliptide preservation
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1 changed files with 3 additions and 3 deletions
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@ -2371,15 +2371,15 @@ static void P_UpdatePlayerAngle(player_t *player)
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// Don't force another turning tic, just give them the desired angle!
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#endif
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if (!(player->cmd.buttons & BT_DRIFT) && (abs(player->drift) == 1) && ((player->cmd.turning > 0) == (player->drift > 0)) && player->handleboost > SLIPTIDEHANDLING)
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if (!(player->cmd.buttons & BT_DRIFT) && (abs(player->drift) == 1) && ((player->cmd.turning > 0) == (player->drift > 0)) && player->handleboost >= SLIPTIDEHANDLING)
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{
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// This drift release is eligible to start a sliptide. Don't do lag-compensation countersteer behavior that could destroy it!
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if (player->cmd.turning >= 0)
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if (player->cmd.turning > 0)
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{
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steeringLeft = max(steeringLeft, 1);
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steeringRight = max(steeringRight, steeringLeft);
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}
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else if (player->cmd.turning <= 0)
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else if (player->cmd.turning < 0)
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{
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steeringRight = min(steeringRight, -1);
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steeringLeft = min(steeringLeft, steeringRight);
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