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fixed proper velocity calculations on the player when rendering
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@ -329,7 +329,7 @@ void render_player(
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vec2 direction = get_direction(player.angle);
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float angle = player.angle/256.0f;
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vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
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vec2 vel = vec2(player.x, player.y)-vec2(prev.x, prev.y);
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vec2 vel = mix(vec2(prev.vx/256.0f, prev.vy/256.0f), vec2(player.vx/256.0f, player.vy/256.0f), intratick);
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flow_add(position, vel*100.0f, 10.0f);
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@ -366,7 +366,7 @@ void render_player(
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}
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// do skidding
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if(!inair && want_other_dir && length(vec2(prev.vx/256.0f, prev.vy/256.0f)*50) > 500.0f)
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if(!inair && want_other_dir && length(vel*50) > 500.0f)
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{
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static int64 skid_sound_time = 0;
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if(time_get()-skid_sound_time > time_freq()/10)
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