diff --git a/source/games/blood/src/controls.cpp b/source/games/blood/src/controls.cpp index 4fbf373cb..ea1ed63ea 100644 --- a/source/games/blood/src/controls.cpp +++ b/source/games/blood/src/controls.cpp @@ -58,7 +58,7 @@ void GameInterface::GetInput(const double scaleAdjust, InputPacket* packet) processMovement(&hidInput, &gInput, &input, scaleAdjust); // Perform unsynchronised angle/horizon if not dead. - if (!SyncInput() && gamestate == GS_LEVEL && pPlayer->actor->xspr.health != 0) + if (!SyncInput() && gamestate == GS_LEVEL) { pPlayer->Angles.CameraAngles.Yaw += DAngle::fromDeg(input.avel); pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz); diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 6ff6d4b75..0020256d4 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1524,6 +1524,9 @@ void ProcessInput(PLAYER* pPlayer) WeaponProcess(pPlayer); if (actor->xspr.health == 0) { + // force synchronised input upon death. + setForcedSyncInput(); + bool bSeqStat = playerSeqPlaying(pPlayer, 16); DBloodActor* fragger = pPlayer->fragger; if (fragger)