From 786dec30ad97acb6c63c39185fada31ec14a9de0 Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 11 Apr 2021 02:09:26 -0700 Subject: [PATCH] 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). --- src/p_user.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/p_user.c b/src/p_user.c index f949e179f..b2aa4cd54 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -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;