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- Add call to resetForcedSyncInput()
for all games.
* Blood was missing it. * If it's pre-added to all games, it never needs thinking about.
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3 changed files with 9 additions and 0 deletions
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@ -440,6 +440,9 @@ void GameInterface::Ticker()
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// this must be done before the view is backed up.
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// this must be done before the view is backed up.
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pPlayer->Angles.resetRenderAngles();
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pPlayer->Angles.resetRenderAngles();
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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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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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{
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viewBackupView(i);
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viewBackupView(i);
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@ -72,6 +72,9 @@ void GameInterface::Ticker()
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// this must be done before the view is backed up.
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// this must be done before the view is backed up.
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ps[myconnectindex].Angles.resetRenderAngles();
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ps[myconnectindex].Angles.resetRenderAngles();
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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DukeSpriteIterator it;
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DukeSpriteIterator it;
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while (auto ac = it.Next())
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while (auto ac = it.Next())
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{
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{
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@ -378,6 +378,9 @@ void GameInterface::Ticker()
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inita = inita.Normalized360();
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inita = inita.Normalized360();
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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auto& lPlayerVel = sPlayerInput[nLocalPlayer].vel;
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auto& lPlayerVel = sPlayerInput[nLocalPlayer].vel;
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auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375;
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auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375;
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