Use the original computer drivers, car collisions and towing
Decoded from SKIDMARKS_CD32: - Computer drivers: the path of nodes laid 2 game units apart along the middle of the road, with side points 1 unit in from each wall. Drivers aim four nodes past where they'll be in four frames, or cut to the other side two nodes on at 70% throttle when running wide. Replaces the pure-pursuit AI; laps are quicker on every track. - Collisions: six points on the player's car (corners and sides, from .set words 6 and 7, now known to be half-length and half-width) are tested against the other car's box. Hits push the cars apart with a strength that grows with their speed difference, and spin the car. As in the original, only human players' cars collide; cars at different heights don't. - Towing: the hitch is at the car's back, the caravan sits 0.656 units behind it, and past 90 degrees both car and caravan bend back. The reconstructed collision weight (`mass`) is gone; old asset files with it still load.
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@@ -411,7 +411,7 @@ fn render_shot(data: GameData, args: &Args) -> Result<(), String> {
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.entrants
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.iter_mut()
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.filter(|e| matches!(e.driver, game::Driver::Human(_)))
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.map(|e| e.ai.drive(&e.car, &race.track, game::DT, true))
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.map(|e| e.ai.drive(&e.car, &race.path, game::DT, true))
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.collect();
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race.step(&controls);
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app::draw_race(&mut frame, &app.data, &race, &mut cams, players);
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