use full angle on the spot so drifting doesn't feel delayed

This commit is contained in:
NepDisk 2025-07-02 13:59:10 -04:00
parent dd76faae4f
commit d940c25818

View file

@ -9924,7 +9924,10 @@ INT32 K_GetDriftAngleOffset(player_t *player)
}
else if (player->drift != 0 && onground)
{
a = (ANGLE_45 / 5) * player->drift;
SINT8 turn = (player->drift > 0) ? 5 : -5;
a = (ANGLE_45 / 5) * turn;
}
return a;
}