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- Exhumed: Hook up crouch action to applylook()
that was forgotten during initial implementation.
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parent
46810ec490
commit
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2 changed files with 2 additions and 2 deletions
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@ -196,7 +196,7 @@ static void processMovement(ControlInfo* const hidInput)
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if (!nFreeze)
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{
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applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, false);
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applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080);
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sethorizon(&pPlayer->q16horiz, tempinput.q16horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -946,7 +946,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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if (cl_syncinput)
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{
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Player* pPlayer = &PlayerList[nPlayer];
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applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, false);
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applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, eyelevel[nLocalPlayer] > -14080);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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