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Don't turn strafe keys into turn when locked onto something
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1 changed files with 1 additions and 1 deletions
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@ -1081,7 +1081,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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abilitydirection = cv_abilitydirection[forplayer].value;
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abilitydirection = cv_abilitydirection[forplayer].value;
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strafeisturn = abilitydirection && ticcmd_centerviewdown[forplayer] &&
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strafeisturn = abilitydirection && ticcmd_centerviewdown[forplayer] &&
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(cv_cam_lockedinput[forplayer].value || (player->pflags & PF_STARTDASH)) &&
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((cv_cam_lockedinput[forplayer].value && !ticcmd_ztargetfocus[forplayer]) || (player->pflags & PF_STARTDASH)) &&
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!player->climbing && player->powers[pw_carry] != CR_MINECART;
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!player->climbing && player->powers[pw_carry] != CR_MINECART;
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// why build a ticcmd if we're paused?
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// why build a ticcmd if we're paused?
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