Correctly apply steering for easing purposes, fix sign on undershots

This commit is contained in:
AJ Martinez 2023-02-25 04:52:22 -07:00
parent 69d100ac53
commit 3e2d7ff7e7

View file

@ -2132,7 +2132,8 @@ static void P_UpdatePlayerAngle(player_t *player)
}
}
player->steering = K_UpdateSteeringValue(player->steering, player->cmd.turning);
// Don't apply steering just yet. If we make a correction, we'll need to adjust it.
INT16 targetsteering = K_UpdateSteeringValue(player->steering, player->cmd.turning);
angleChange = K_GetKartTurnValue(player, player->steering) << TICCMD_REDUCE;
if (!K_PlayerUsesBotMovement(player))
@ -2140,7 +2141,7 @@ static void P_UpdatePlayerAngle(player_t *player)
// With a full slam on the analog stick, how far could we steer in either direction?
INT16 steeringRight = K_UpdateSteeringValue(player->steering, KART_FULLTURN);
angle_t maxTurnRight = K_GetKartTurnValue(player, steeringRight) << TICCMD_REDUCE;
INT16 steeringLeft = K_UpdateSteeringValue(player->steering, -1 * KART_FULLTURN);
INT16 steeringLeft = K_UpdateSteeringValue(player->steering, -KART_FULLTURN);
angle_t maxTurnLeft = K_GetKartTurnValue(player, steeringLeft) << TICCMD_REDUCE;
// Grab local camera angle from ticcmd. Where do we actually want to go?
@ -2150,7 +2151,7 @@ static void P_UpdatePlayerAngle(player_t *player)
if (targetDelta == angleChange || player->pflags & PF_DRIFTEND)
{
// We are where we need to be. :)
player->steering = targetsteering;
// Alternatively, while in DRIFTEND we want to trust inputs for a bit, not camera.
// The game client doesn't know we're DRIFTEND until after a response gets back,
// so we momentarily ignore the camera angle and let the server trust our inputs instead.
@ -2159,20 +2160,29 @@ static void P_UpdatePlayerAngle(player_t *player)
else if (targetDelta >= ANGLE_180 && maxTurnLeft >= targetDelta) // Overshot, so just fudge it.
{
angleChange = targetDelta;
player->steering = targetsteering;
}
else if (targetDelta <= ANGLE_180 && maxTurnRight <= targetDelta) // Overshot, so just fudge it.
{
angleChange = targetDelta;
player->steering = targetsteering;
}
else if (targetDelta >= ANGLE_180 && maxTurnLeft < targetDelta) // Undershot, slam the stick.
{
angleChange = maxTurnLeft;
player->steering = steeringLeft;
}
else if (targetDelta <= ANGLE_180 && maxTurnRight < targetDelta) // Undershot, slam the stick.
else if (targetDelta <= ANGLE_180 && maxTurnRight > targetDelta) // Undershot, slam the stick.
{
angleChange = maxTurnRight;
player->steering = steeringRight;
}
}
else
{
// You're a bot. Go where you're supposed to go
player->steering = targetsteering;
}
if (p == UINT8_MAX)
{