diff --git a/src/p_user.c b/src/p_user.c index c23f9e1f8..a0579ba76 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2220,7 +2220,7 @@ static INT16 P_FindClosestTurningForAngle(player_t *player, INT32 targetAngle, I // Slightly frumpy binary search for the ideal turning input. // We do this instead of reversing K_GetKartTurnValue so that future handling changes are automatically accounted for. - + while (attempts++ < 20) // Practical calls of this function search maximum 10 times, this is solely for safety. { // These need to be treated as signed, or situations where boundaries straddle 0 are a mess. @@ -2341,7 +2341,7 @@ static void P_UpdatePlayerAngle(player_t *player) // Corrections via fake turn go through easing. // That means undoing them takes the same amount of time as doing them. // This can lead to oscillating death spiral states on a multi-tic correction, as we swing past the target angle. - // So before we go into death-spirals, if our predicton is _almost_ right... + // So before we go into death-spirals, if our predicton is _almost_ right... angle_t leniency_base; if (G_CompatLevel(0x000A)) { @@ -2450,7 +2450,7 @@ void P_MovePlayer(player_t *player) ////////////////////// P_UpdatePlayerAngle(player); - + ticruned++; if (!(cmd->flags & TICCMD_RECEIVED)) ticmiss++; @@ -4255,7 +4255,7 @@ void P_PlayerThink(player_t *player) } else if (cmd->buttons & BT_ACCELERATE) { - if (!player->exiting && !(player->oldcmd.buttons & BT_ACCELERATE)) + if (!player->exiting && !(player->oldcmd.buttons & BT_ACCELERATE) && ((cmd->buttons & BT_SPINDASHMASK) != BT_SPINDASHMASK) && player->trickpanel != TRICKSTATE_READY) { player->kickstartaccel = 0; } @@ -4550,7 +4550,7 @@ void P_PlayerThink(player_t *player) { player->stairjank--; } - + // Random skin / "ironman" { UINT32 skinflags = (demo.playback)