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Nope, that didn't work, move by your max turn speed until you reach it
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parent
986bcddbfc
commit
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1 changed files with 19 additions and 2 deletions
21
src/g_game.c
21
src/g_game.c
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@ -898,8 +898,10 @@ void G_ResetAnglePrediction(player_t *player)
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// This brings back the camera prediction that was lost.
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static void G_DoAnglePrediction(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer, player_t *player)
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{
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const angle_t maxTurn = K_GetKartTurnValue(player, KART_FULLTURN) << TICCMD_REDUCE;
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INT32 angleChange = 0;
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angle_t destAngle = player->angleturn;
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INT32 destAngle = player->angleturn;
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INT32 diff = 0;
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localtic = cmd->latency;
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@ -925,7 +927,22 @@ static void G_DoAnglePrediction(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer, p
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}
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destAngle = player->angleturn + localdelta[ssplayer - 1];
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localangle[ssplayer - 1] += (destAngle - localangle[ssplayer - 1]) / 2;
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diff = destAngle - localangle[ssplayer - 1];
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if (abs(diff) <= maxTurn)
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{
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localangle[ssplayer - 1] = destAngle;
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}
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else
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{
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if (diff > 0)
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{
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localangle[ssplayer - 1] += maxTurn;
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}
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else
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{
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localangle[ssplayer - 1] -= maxTurn;
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}
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}
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}
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void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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