mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-22 04:01:06 +00:00
- Add call to resetForcedSyncInput()
for all games.
* Blood was missing it. * If it's pre-added to all games, it never needs thinking about.
This commit is contained in:
parent
6877e79786
commit
c606fc11da
3 changed files with 9 additions and 0 deletions
|
@ -440,6 +440,9 @@ void GameInterface::Ticker()
|
|||
// this must be done before the view is backed up.
|
||||
pPlayer->Angles.resetRenderAngles();
|
||||
|
||||
// disable synchronised input if set by game.
|
||||
resetForcedSyncInput();
|
||||
|
||||
for (int i = connecthead; i >= 0; i = connectpoint2[i])
|
||||
{
|
||||
viewBackupView(i);
|
||||
|
|
|
@ -72,6 +72,9 @@ void GameInterface::Ticker()
|
|||
// this must be done before the view is backed up.
|
||||
ps[myconnectindex].Angles.resetRenderAngles();
|
||||
|
||||
// disable synchronised input if set by game.
|
||||
resetForcedSyncInput();
|
||||
|
||||
DukeSpriteIterator it;
|
||||
while (auto ac = it.Next())
|
||||
{
|
||||
|
|
|
@ -378,6 +378,9 @@ void GameInterface::Ticker()
|
|||
|
||||
inita = inita.Normalized360();
|
||||
|
||||
// disable synchronised input if set by game.
|
||||
resetForcedSyncInput();
|
||||
|
||||
auto& lPlayerVel = sPlayerInput[nLocalPlayer].vel;
|
||||
|
||||
auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375;
|
||||
|
|
Loading…
Reference in a new issue