Slides while walking and Turning.... How To Fix?

So I was trying to make a character move and now when I go to turn while walking I start sliding in a circle… how do I fix that so I can make the character turn with the slide kinda like a call of duty walk?

#pragma strict

var playerAcceleration : float = 500;

var cameraObject : GameObject;

var maxSpeed : float = 20;

var horizontalMovement : Vector2;

var deacceleration : float;

var deaccelerationX : float;

var deaccelerationZ : float;

var jumpSpeed : float = 500;

var maxSlope : float = 60;

var grounded : boolean = false;

function Update ()

{

horizontalMovement = Vector2(GetComponent.().velocity.x,GetComponent.().velocity.z);

if (horizontalMovement.magnitude > maxSpeed)

{

horizontalMovement = horizontalMovement.normalized;

horizontalMovement *= maxSpeed;

}

GetComponent.().velocity.x = horizontalMovement.x;

GetComponent.().velocity.z = horizontalMovement.y;

if(Input.GetAxis(“Horizontal”) == 0 && Input.GetAxis(“Vertical”) == 0)

{

GetComponent.().velocity.x = Mathf.SmoothDamp(GetComponent.().velocity.x,0,deaccelerationX, deacceleration);

GetComponent.().velocity.z = Mathf.SmoothDamp(GetComponent.().velocity.z,0,deaccelerationZ, deacceleration);

}

transform.rotation = Quaternion.Euler(0,cameraObject.GetComponent(MouseLook).CurrentYRotation,0);

GetComponent.().AddRelativeForce(Input.GetAxis(“Horizontal”)*playerAcceleration * Time.deltaTime,0,Input.GetAxis(“Vertical”)*playerAcceleration * Time.deltaTime);

if (Input.GetButtonDown(“Jump”)&& grounded)

{

GetComponent.().AddForce(0,jumpSpeed,0);

}

}

function OnCollisionStay(collision: Collision){

for(var contact : ContactPoint in collision.contacts){

if(Vector3.Angle(contact.normal,Vector3.up) < maxSlope){

grounded = true;

}

}

}

function OnCollisionExit(){

grounded = false;

}

Character Controller.