From d860202b8a5ec90ceb0c903a0c9adf629fba0460 Mon Sep 17 00:00:00 2001
From: Sryder <sryder13@gmail.com>
Date: Sun, 5 Mar 2017 23:24:17 +0000
Subject: [PATCH] use R_PointToDist2 to avoid an overflow when walls glitch out
 and you can accelerate into them endlessly

---
 src/k_kart.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/k_kart.c b/src/k_kart.c
index 430c57396..bdf77ca4f 100644
--- a/src/k_kart.c
+++ b/src/k_kart.c
@@ -1155,7 +1155,7 @@ fixed_t K_3dKartMovement(player_t *player, boolean onground, boolean forwardmove
 	if (!onground) return 0; // If the player isn't on the ground, there is no change in speed
 
 	// ACCELCODE!!!1!11!
-	oldspeed = P_AproxDistance(player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
+	oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
 	newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION);
 	finalspeed = newspeed - oldspeed;
 
-- 
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