Revert "Duke3D: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate."

This reverts commit 6dcd83b734.
This commit is contained in:
Mitchell Richters 2020-05-10 17:06:12 +10:00 committed by Christoph Oelckers
parent 9cc86bd003
commit d088795f28

View file

@ -3322,21 +3322,6 @@ void P_GetInput(int const playerNum)
}
}
if (pPlayer->return_to_center > 0)
pPlayer->return_to_center--;
if (pPlayer->hard_landing)
{
pPlayer->return_to_center = 9;
thisPlayer.horizRecenter = true;
}
if (pPlayer->hard_landing > 0)
{
thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
pPlayer->hard_landing--;
}
// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
if (thisPlayer.horizAngleAdjust)
@ -5712,7 +5697,10 @@ RECHECK:
G_ActivateBySector(pPlayer->cursectnum, pPlayer->i);
}
if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW))
if (pPlayer->return_to_center > 0)
pPlayer->return_to_center--;
if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || pPlayer->hard_landing)
if (VM_OnEvent(EVENT_RETURNTOCENTER, pPlayer->i,playerNum) == 0)
{
pPlayer->return_to_center = 9;
@ -5757,6 +5745,12 @@ RECHECK:
}
}
if (pPlayer->hard_landing > 0)
{
thisPlayer.horizSkew = fix16_from_int(-(pPlayer->hard_landing << 4));
pPlayer->hard_landing--;
}
//Shooting code/changes
if (pPlayer->show_empty_weapon > 0)