diff --git a/src/p_user.c b/src/p_user.c index 2423c2df6e97be90af2caaad4bad82b2acc20a98..fa0634b7ae3497d14ebed969a66419574905c61c 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2350,7 +2350,7 @@ static void P_UpdatePlayerAngle(player_t *player) } else { - leniency_base = 8 * ANG1 / 3; + leniency_base = 6 * ANG1 / 3; } angle_t leniency = leniency_base * min(player->cmd.latency, 6); // Don't force another turning tic, just give them the desired angle! @@ -2364,12 +2364,7 @@ static void P_UpdatePlayerAngle(player_t *player) { // We're off. Try to legally steer the player towards their camera. - // 2.3 - Never allow turn solver to steer against your input (fixes heavyweight sliptides) - boolean restrictDirectionChange = (player->cmd.turning != 0); - if (G_CompatLevel(0x000C)) - restrictDirectionChange = (K_Sliptiding(player) && P_IsObjectOnGround(player->mo) && (player->cmd.turning != 0) && ((player->cmd.turning > 0) == (player->aizdriftstrat > 0))); - - if (restrictDirectionChange) + if (K_Sliptiding(player) && P_IsObjectOnGround(player->mo) && (player->cmd.turning != 0) && ((player->cmd.turning > 0) == (player->aizdriftstrat > 0))) { // Don't change handling direction if someone's inputs are sliptiding, you'll break the sliptide! if (player->cmd.turning > 0)