diff --git a/src/p_user.c b/src/p_user.c
index b719ae33b7f2f0e27fe39a3ad4ff45e33bca2ec1..e0a4d710c61577d93e9d2a7f60735bf03d523096 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -11289,7 +11289,7 @@ void P_PlayerThink(player_t *player)
 				if (!currentlyonground)
 					acceleration /= 2;
 				// fake skidding! see P_SkidStuff for reference on conditionals
-				else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed/2, player->mo->scale))
+				else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl
 				{
 					if (player->mo->state-states != S_PLAY_SKID)
 						P_SetPlayerMobjState(player->mo, S_PLAY_SKID);