Use P_AproxDistance in dashmode speed calculations
Assuming we don't want to revert !1309 (merged) instead, this is another potential resolution for #466 (closed). It simply uses the previous calculation for player->speed
in dashmode's code block.
Since neither player->speed
nor player->rmomx
/player->rmomy
are updated between P_3dMovement
and dashmode's block, it should control consistently with previous 2.2 patches.
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The fact that speedrunners are relying on something so buggy is just extremely iffy. There's a reason we removed hyperwalls despite them being used in a few speedruns. I think the S_SKIN change would be for the best, as it would allow for consistency for all angles while still having the lower threshold of the buggier angles from before.
mentioned in merge request !1418 (merged)
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