- make RRRA motorbike turning speed consistent with varying framerates.

* Multiply returned value with scaleAdjust.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 3 -> 6).
This commit is contained in:
Mitchell Richters 2020-07-24 19:50:28 +10:00
parent 5bb7c7a647
commit 230332338c

View file

@ -961,13 +961,13 @@ static int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn,
p->TiltStatus = -10;
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
{
if (goback) return bike_turn ? 20 : 10;
else return bike_turn ? -20 : -10;
if (goback) return bike_turn ? 40 : 20;
else return bike_turn ? -40 : -20;
}
else
{
if (goback) return bike_turn ? 10 : 3;
else return bike_turn ? -10 : -3;
if (goback) return bike_turn ? 20 : 6;
else return bike_turn ? -20 : -6;
}
}
else if (turnr || p->moto_drink > 0)
@ -978,13 +978,13 @@ static int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn,
p->TiltStatus = 10;
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
{
if (goback) return bike_turn ? -20 : -10;
else return bike_turn ? 20 : 10;
if (goback) return bike_turn ? -40 : -20;
else return bike_turn ? 40 : 20;
}
else
{
if (goback) return bike_turn ? -10 : -3;
else return bike_turn ? 10 : 3;
if (goback) return bike_turn ? -20 : -6;
else return bike_turn ? 20 : 6;
}
}
else
@ -1121,7 +1121,7 @@ static void processVehicleInput(player_struct *p, ControlInfo& info, input_t& in
{
bool backward = buttonMap.ButtonDown(gamefunc_Move_Backward) && p->MotoSpeed <= 0;
turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust);
turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust) * scaleAdjust;
if (p->moto_underwater) p->MotoSpeed = 0;
}
else