Bump latency-based angle correction

This commit is contained in:
AJ Martinez 2023-04-07 23:52:34 -07:00
parent 6871639483
commit 972ed1c1a7

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@ -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))