They will no longer do it on a whim after getting bumped out of position of hitting walls, instead checks if they're trying to accelerate and they physically can't.
- Sprite tilts back and forth 5.625 degrees, two tics each
side, for 17 tics (half a second).
- Turning is ignored--as if in the air--every other tic
during those 17 tics.
Values are subject to tweaking.
(AngleDelta stuff is a leftover of the previous attempt, but I think the code's useful so I kept it in this commit anyway)
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
* Introducing K_GetKartButtons(player_t), for adding false presses to.
* K_GetForwardMove(player_t) takes kickstarting into account, and is now applied to engine sound generation too.
* BT_REALACCELERATE has been deleted.
Two notable consequences of this bug:
* The delay when pressing the item button as a spectator to toggle PF_WANTSTOJOIN was not present, leading to a rapid toggle and spurious changeteam commands.
* Lightsnaking through map hazards such as Lavender Shrine's stabbies caused you extra spicy unavoidable pain.
* When lightsnaking, update the camera angle at each waypoint step to prevent being dropped the wrong way around.
* The above bullet point is WIP. I've tried to restrict manual turning while lightsnaking, but it still happens and just gets yanked back at each waypoint. Would appreciate a bit of insight here.
* Fix HUD tracking for spectators by setting thiscam->chase each tic more definitively.
* Still happens for the very first tic of the map though, must be another data point I missed 😔
* Fix the vertical jittering when a spectator's camera is on the ground.