Add sliptide tilt toggle

Thanks Jon for the idea!
This commit is contained in:
NepDisk 2025-05-23 13:51:57 -04:00
parent 25a8e3dd4d
commit 479af14832
4 changed files with 6 additions and 2 deletions

View file

@ -3639,7 +3639,7 @@ Quaketilt (player_t *player)
delta = (INT32)(( moma + ANGLE_180 ) - player->mo->angle );
if (P_IsObjectOnGround(player->mo))
{
if (sliptiding)
if (sliptiding && cv_sliptidetilt.value)
{
tilt = ANGLE_45;
lowb = 20*FRACUNIT;

View file

@ -196,6 +196,8 @@ consvar_t cv_renderstats = CVAR_INIT ("renderstats", "Off", 0, CV_OnOff, NULL);
consvar_t cv_sloperoll = CVAR_INIT ("spritesloperoll", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_sliptidetilt = CVAR_INIT ("sliptidetilt", "On", CV_SAVE, CV_OnOff, NULL);
void SplitScreen_OnChange(void)
{
UINT8 i;
@ -1836,6 +1838,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_tilting);
CV_RegisterVar(&cv_actionmovie);
CV_RegisterVar(&cv_sloperoll);
CV_RegisterVar(&cv_sliptidetilt);
CV_RegisterVar(&cv_showhud);
CV_RegisterVar(&cv_translucenthud);

View file

@ -159,6 +159,7 @@ extern consvar_t cv_tailspickup;
extern consvar_t cv_debugfinishline;
extern consvar_t cv_sloperoll;
extern consvar_t cv_sliptidetilt;
// debugging

View file

@ -62,7 +62,7 @@ static angle_t R_PlayerSpriteRotation(player_t *player, player_t *viewPlayer)
angle_t rollAngle = 0;
if (sliptideLift)
if (sliptideLift && cv_sliptidetilt.value)
{
/* (from side) tilt downward if turning
toward camera, upward if away. */