use full angle on the spot so drifting doesn't feel delayed
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1 changed files with 4 additions and 1 deletions
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@ -9924,7 +9924,10 @@ INT32 K_GetDriftAngleOffset(player_t *player)
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}
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else if (player->drift != 0 && onground)
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{
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a = (ANGLE_45 / 5) * player->drift;
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SINT8 turn = (player->drift > 0) ? 5 : -5;
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a = (ANGLE_45 / 5) * turn;
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}
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return a;
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}
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