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- 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).
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1 changed files with 9 additions and 9 deletions
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@ -961,13 +961,13 @@ static int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn,
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p->TiltStatus = -10;
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if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
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{
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if (goback) return bike_turn ? 20 : 10;
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else return bike_turn ? -20 : -10;
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if (goback) return bike_turn ? 40 : 20;
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else return bike_turn ? -40 : -20;
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}
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else
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{
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if (goback) return bike_turn ? 10 : 3;
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else return bike_turn ? -10 : -3;
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if (goback) return bike_turn ? 20 : 6;
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else return bike_turn ? -20 : -6;
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}
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}
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else if (turnr || p->moto_drink > 0)
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@ -978,13 +978,13 @@ static int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn,
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p->TiltStatus = 10;
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if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
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{
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if (goback) return bike_turn ? -20 : -10;
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else return bike_turn ? 20 : 10;
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if (goback) return bike_turn ? -40 : -20;
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else return bike_turn ? 40 : 20;
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}
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else
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{
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if (goback) return bike_turn ? -10 : -3;
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else return bike_turn ? 10 : 3;
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if (goback) return bike_turn ? -20 : -6;
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else return bike_turn ? 20 : 6;
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}
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}
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else
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@ -1121,7 +1121,7 @@ static void processVehicleInput(player_struct *p, ControlInfo& info, input_t& in
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{
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bool backward = buttonMap.ButtonDown(gamefunc_Move_Backward) && p->MotoSpeed <= 0;
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turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust);
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turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust) * scaleAdjust;
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if (p->moto_underwater) p->MotoSpeed = 0;
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}
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else
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