Limit turning so mouselook doesn't let you turn too fast

Still could have the very slight advantage of letting you start your turns faster, but it's too cumbersome to really bother with
This commit is contained in:
Sryder 2017-03-07 18:30:37 +00:00
parent 7ad34f172c
commit 42d541f6df
1 changed files with 17 additions and 1 deletions

View File

@ -1267,6 +1267,12 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
}
else
{
// limit turning to angleturn[1] to stop mouselook letting you look too fast
if (cmd->angleturn > angleturn[1])
cmd->angleturn = angleturn[1];
else if (cmd->angleturn < -angleturn[1])
cmd->angleturn = -angleturn[1];
cmd->angleturn = K_GetKartTurnValue(player, cmd->angleturn);
// SRB2kart - no additional angle if not moving
@ -1605,8 +1611,18 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
}
else
{
// limit turning to angleturn[1] to stop mouselook letting you look too fast
if (cmd->angleturn > angleturn[1])
cmd->angleturn = angleturn[1];
else if (cmd->angleturn < -angleturn[1])
cmd->angleturn = -angleturn[1];
cmd->angleturn = K_GetKartTurnValue(player, cmd->angleturn);
localangle2 += (cmd->angleturn<<16);
// SRB2kart - no additional angle if not moving
if ((player->mo && player->speed > 0) || (leveltime > 140 && (cmd->buttons & BT_ACCELERATE) && (cmd->buttons & BT_BRAKE)))
localangle2 += (cmd->angleturn<<16);
cmd->angleturn = (INT16)(localangle2 >> 16);
}
}