From 972ed1c1a77403b39226598a478a3d11b3be129a Mon Sep 17 00:00:00 2001 From: AJ Martinez Date: Fri, 7 Apr 2023 23:52:34 -0700 Subject: [PATCH] Bump latency-based angle correction --- src/p_user.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_user.c b/src/p_user.c index 6e3d671e8..a9a2f24a4 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2218,7 +2218,7 @@ static void P_UpdatePlayerAngle(player_t *player) // 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... - angle_t leniency = (2*ANG1/3) * min(player->cmd.latency, 6); + angle_t leniency = (4*ANG1/3) * min(player->cmd.latency, 6); // Don't force another turning tic, just give them the desired angle! if (targetDelta == angleChange || K_Sliptiding(player) || (maxTurnRight == 0 && maxTurnLeft == 0))