accelzone_offsetangle = 90 - absolute_bestangle;
float neutral_startangle;
- float neutral_endangle = 180 - accelzone_offsetangle * 2 - preaccelzone_offsetangle * 2;
+ float overturn_offsetangle = 180;
+ float neutral_endangle = 360 - accelzone_offsetangle * 2 - preaccelzone_offsetangle * 2 - overturn_offsetangle;
{
float current_offsetangle = 0;
current_offsetangle += accelzone_offsetangle;
overturn_startangle = current_offsetangle;
- current_offsetangle += 180; // overturning area spans 180°
+ current_offsetangle += overturn_offsetangle;
accelzone_left_startangle = current_offsetangle;
current_offsetangle += accelzone_offsetangle;
// acceleration decreases at 90 degrees but speed loss happens a little bit after 90 degrees,
// however due to sv_airstopaccelerate that's hard to calculate
HUD_Panel_drawStrafeHUD(
- overturn_startangle, 180, // overturning area spans 180°
+ overturn_startangle, overturn_offsetangle,
autocvar_hud_panel_strafehud_bar_overturn_color,
autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha,
autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_BOTH,