HA! I suppose THIS is the code that causes it. Seems to be intentional too.
PROGRAM\SEA_AI\AIShip.c:
Code:
// rotate impulse
// NK -->
/*float fRotate = stf(arCharShip.Impulse.Rotate.y) + (frnd() * 0.08 - 0.04);
if (fRotate > 0.07) { fRotate = 0.07; }
if (fRotate < -0.07) { fRotate = -0.07; }*/
float fRotate = stf(arCharShip.Impulse.Rotate.y);
if(frnd() < 0.5)
{
if(CheckAttribute(arCharShip,"stormimp"))
{
arCharShip.Impulse.Rotate.y = arCharShip.stormimp;
DeleteAttribute(arCharShip,"stormimp");
}
}
else
{
if(!CheckAttribute(arCharShip,"stormimp"))
{
switch(rand(9))
{
case 0: arCharShip.stormimp = fRotate; fRotate -= 0.02; break;
case 1: arCharShip.stormimp = fRotate; fRotate -= 0.02; break;
}
arCharShip.Impulse.Rotate.y = fRotate;
}
}
// NK <--
Try to replace with:
Code:
// rotate impulse
// NK -->
/*float fRotate = stf(arCharShip.Impulse.Rotate.y) + (frnd() * 0.08 - 0.04);
if (fRotate > 0.07) { fRotate = 0.07; }
if (fRotate < -0.07) { fRotate = -0.07; }
float fRotate = stf(arCharShip.Impulse.Rotate.y);
if(frnd() < 0.5)
{
if(CheckAttribute(arCharShip,"stormimp"))
{
arCharShip.Impulse.Rotate.y = arCharShip.stormimp;
DeleteAttribute(arCharShip,"stormimp");
}
}
else
{
if(!CheckAttribute(arCharShip,"stormimp"))
{
switch(rand(9))
{
case 0: arCharShip.stormimp = fRotate; fRotate -= 0.02; break;
case 1: arCharShip.stormimp = fRotate; fRotate -= 0.02; break;
}
arCharShip.Impulse.Rotate.y = fRotate;
}
}*/
// NK <--
If I am correct, this should put an end to rotating in storms altogether.
Please test and let me know how it works and whether this does any harm to gameplay if disabled.