Always use drift state (and shallower angle) for sliptide in compatmode
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d461296c57
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ef635dd7f4
2 changed files with 5 additions and 1 deletions
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@ -2602,7 +2602,7 @@ void K_KartMoveAnimation(player_t *player)
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}
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// Sliptides: drift -> lookback frames
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if (abs(player->aizdriftturn) >= ANGLE_90)
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if (abs(player->aizdriftturn) >= ANGLE_90 && !wadfiles[((skin_t *)player->mo->skin)->wadnum]->compatmode)
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{
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destGlanceDir = -(2*intsign(player->aizdriftturn));
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player->glanceDir = destGlanceDir;
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@ -15,6 +15,7 @@
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#include "r_fps.h"
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#include "r_main.h"
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#include "r_skins.h"
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#include "g_game.h"
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#include "i_video.h"
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#include "r_plane.h"
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@ -287,6 +288,9 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
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if (mobj->player && mobj->player->aizdriftturn)
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{
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addangle += mobj->player->aizdriftturn;
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if (mobj->skin && wadfiles[((skin_t *)mobj->skin)->wadnum]->compatmode)
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// don't turn too much in compatmode
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addangle = (INT32)addangle / 4;
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}
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if (mobj->state == &states[S_KART_DRIFT_L]
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|| mobj->state == &states[S_KART_DRIFT_L_OUT]
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