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Disable the speedcap on players.
Don't calculate acceleration as ever being above top speed.
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2 changed files with 10 additions and 5 deletions
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@ -2319,6 +2319,9 @@ fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove
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// ACCELCODE!!!1!11!
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// ACCELCODE!!!1!11!
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oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
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oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
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// Don't calculate the acceleration as ever being above top speed
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if (oldspeed > p_speed)
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oldspeed = p_speed;
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newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION);
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newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION);
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if (player->kartstuff[k_pogospring]) // Pogo Spring minimum/maximum thrust
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if (player->kartstuff[k_pogospring]) // Pogo Spring minimum/maximum thrust
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@ -4184,6 +4184,7 @@ static void P_3dMovement(player_t *player)
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// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
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// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
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// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
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// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
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// -Shadow Hog
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// -Shadow Hog
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/*
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newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
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newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
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if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
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if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
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{
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{
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@ -4207,6 +4208,7 @@ static void P_3dMovement(player_t *player)
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player->mo->momy = tempmomy + player->cmomy;
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player->mo->momy = tempmomy + player->cmomy;
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}
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}
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}
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}
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*/
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}
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}
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//
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//
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