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Use P_AproxDistance in dashmode speed calculations

Closed Lach requested to merge dashmode-consistency into next

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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  • Contributor

    Why not the P_SKIN solution to change runspeed? The issue speedrunners relied upon was that P_AproxDistance was buggy and crossed the threshold sooner

  • Author Contributor

    Yes, hence its restoration here—I figure that speedrunners would prefer Metal's behavior be identical to that of previous patches, am I mistaken?

  • 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.

  • Lach mentioned in merge request !1418 (merged)

    mentioned in merge request !1418 (merged)

  • closed

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