Tweak stair janking physics a bit

- Fuck up turning for half the duration of the animation.
- Treat drift the same as turning (just ignore it).
This commit is contained in:
James R 2021-04-11 02:09:26 -07:00
parent b3293aa122
commit 786dec30ad

View file

@ -1865,13 +1865,13 @@ static void P_3dMovement(player_t *player)
// Get the old momentum; this will be needed at the end of the function! -SH
oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (player->kartstuff[k_drift] != 0)
movepushangle = player->mo->angle-(ANGLE_45/(player->stairjank ? 4 : 5))*player->kartstuff[k_drift];
else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle
movepushangle = (angle_t)player->kartstuff[k_boostangle];
else if (player->stairjank && leveltime & 3)
if (player->stairjank > 8 && leveltime & 3)
movepushangle = R_PointToAngle2(0, 0,
player->mo->momx, player->mo->momy);
else if (player->kartstuff[k_drift] != 0)
movepushangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift];
else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle
movepushangle = (angle_t)player->kartstuff[k_boostangle];
else
movepushangle = player->mo->angle;