If player is at wrong distance from axis, correct x/y position in a similar...
If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again. This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
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