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Reduce angle-snap leniency to kludge heavyweight sliptide starts
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commit
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1 changed files with 2 additions and 7 deletions
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@ -2350,7 +2350,7 @@ static void P_UpdatePlayerAngle(player_t *player)
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}
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else
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{
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leniency_base = 8 * ANG1 / 3;
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leniency_base = 6 * ANG1 / 3;
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}
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angle_t leniency = leniency_base * min(player->cmd.latency, 6);
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// Don't force another turning tic, just give them the desired angle!
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@ -2364,12 +2364,7 @@ static void P_UpdatePlayerAngle(player_t *player)
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{
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// We're off. Try to legally steer the player towards their camera.
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// 2.3 - Never allow turn solver to steer against your input (fixes heavyweight sliptides)
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boolean restrictDirectionChange = (player->cmd.turning != 0);
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if (G_CompatLevel(0x000C))
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restrictDirectionChange = (K_Sliptiding(player) && P_IsObjectOnGround(player->mo) && (player->cmd.turning != 0) && ((player->cmd.turning > 0) == (player->aizdriftstrat > 0)));
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if (restrictDirectionChange)
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if (K_Sliptiding(player) && P_IsObjectOnGround(player->mo) && (player->cmd.turning != 0) && ((player->cmd.turning > 0) == (player->aizdriftstrat > 0)))
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{
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// Don't change handling direction if someone's inputs are sliptiding, you'll break the sliptide!
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if (player->cmd.turning > 0)
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