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- Call PlayerAngles::resetCameraAngles()
from within the player loop of each game.
* I was only thinking of the console player initially but since each game can draw the view of other players in network games, each game will need to update and reset the camera angles for all players.
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3 changed files with 6 additions and 7 deletions
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@ -437,14 +437,12 @@ void GameInterface::Ticker()
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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// this must be done before the view is backed up.
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pPlayer->Angles.resetCameraAngles();
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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gPlayer[i].Angles.resetCameraAngles();
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viewBackupView(i);
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playerProcess(&gPlayer[i]);
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}
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@ -70,7 +70,10 @@ void GameInterface::Ticker()
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everyothertime++;
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// this must be done before the view is backed up.
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ps[myconnectindex].Angles.resetCameraAngles();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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ps[i].Angles.resetCameraAngles();
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}
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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@ -6704,14 +6704,12 @@ void MoveSkipSavePos(void)
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MoveSkip4 = (MoveSkip4 + 1) & 3;
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MoveSkip2 ^= 1;
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// this must be done before the view is backed up.
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Player[myconnectindex].Angles.resetCameraAngles();
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// Save off player
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TRAVERSE_CONNECT(pnum)
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{
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pp = Player + pnum;
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pp->Angles.resetCameraAngles();
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pp->actor->backuploc();
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pp->obob_z = pp->bob_z;
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pp->opbob_amt = pp->pbob_amt;
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