- 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:
Mitchell Richters 2023-01-12 18:55:43 +11:00
parent 6877e79786
commit c606fc11da
3 changed files with 9 additions and 0 deletions

View file

@ -440,6 +440,9 @@ void GameInterface::Ticker()
// this must be done before the view is backed up. // this must be done before the view is backed up.
pPlayer->Angles.resetRenderAngles(); pPlayer->Angles.resetRenderAngles();
// disable synchronised input if set by game.
resetForcedSyncInput();
for (int i = connecthead; i >= 0; i = connectpoint2[i]) for (int i = connecthead; i >= 0; i = connectpoint2[i])
{ {
viewBackupView(i); viewBackupView(i);

View file

@ -72,6 +72,9 @@ void GameInterface::Ticker()
// this must be done before the view is backed up. // this must be done before the view is backed up.
ps[myconnectindex].Angles.resetRenderAngles(); ps[myconnectindex].Angles.resetRenderAngles();
// disable synchronised input if set by game.
resetForcedSyncInput();
DukeSpriteIterator it; DukeSpriteIterator it;
while (auto ac = it.Next()) while (auto ac = it.Next())
{ {

View file

@ -378,6 +378,9 @@ void GameInterface::Ticker()
inita = inita.Normalized360(); inita = inita.Normalized360();
// disable synchronised input if set by game.
resetForcedSyncInput();
auto& lPlayerVel = sPlayerInput[nLocalPlayer].vel; auto& lPlayerVel = sPlayerInput[nLocalPlayer].vel;
auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375; auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375;