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Increase by hand the turn rate used by walkForward() and update().
This makes the turn speed match with the original one. I'm not sure this is the right way to go though, it needs testing.
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@ -616,7 +616,7 @@ void Actor::walkForward() {
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return;
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ei.angleWithEdge += (float)0.1;
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float turnAmt = g_grim->perSecond(_turnRate);
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float turnAmt = g_grim->perSecond(_turnRate) * 5.;
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if (turnAmt > ei.angleWithEdge)
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turnAmt = ei.angleWithEdge;
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setYaw(_yaw + turnAmt * turnDir);
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@ -962,7 +962,7 @@ void Actor::update() {
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}
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if (_turning) {
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float turnAmt = g_grim->perSecond(_turnRate);
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float turnAmt = g_grim->perSecond(_turnRate) * 5.f;
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float dyaw = _destYaw - _yaw;
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while (dyaw > 180)
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dyaw -= 360;
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@ -979,7 +979,7 @@ void Actor::update() {
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else if (dyaw > 0)
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setYaw(_yaw + turnAmt);
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else
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setYaw(_yaw -= turnAmt);
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setYaw(_yaw - turnAmt);
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_currTurnDir = (dyaw > 0 ? 1 : -1);
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}
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