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Duke3D: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate.
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parent
2e3bcdadd6
commit
6dcd83b734
1 changed files with 16 additions and 10 deletions
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@ -3322,6 +3322,21 @@ void P_GetInput(int const playerNum)
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}
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}
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if (pPlayer->return_to_center > 0)
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pPlayer->return_to_center--;
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if (pPlayer->hard_landing)
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{
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pPlayer->return_to_center = 9;
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thisPlayer.horizRecenter = true;
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}
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if (pPlayer->hard_landing > 0)
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{
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thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
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pPlayer->hard_landing--;
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}
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// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
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if (thisPlayer.horizAngleAdjust)
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@ -5697,10 +5712,7 @@ RECHECK:
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G_ActivateBySector(pPlayer->cursectnum, pPlayer->i);
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}
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if (pPlayer->return_to_center > 0)
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pPlayer->return_to_center--;
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if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing)
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if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW))
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if (VM_OnEvent(EVENT_RETURNTOCENTER, pPlayer->i,playerNum) == 0)
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{
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pPlayer->return_to_center = 9;
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@ -5745,12 +5757,6 @@ RECHECK:
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}
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}
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if (pPlayer->hard_landing > 0)
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{
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thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
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pPlayer->hard_landing--;
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}
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//Shooting code/changes
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if (pPlayer->show_empty_weapon > 0)
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