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- Blood: Force synchronised input while dead.
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parent
3442290fa2
commit
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2 changed files with 4 additions and 1 deletions
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@ -58,7 +58,7 @@ void GameInterface::GetInput(const double scaleAdjust, InputPacket* packet)
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processMovement(&hidInput, &gInput, &input, scaleAdjust);
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processMovement(&hidInput, &gInput, &input, scaleAdjust);
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// Perform unsynchronised angle/horizon if not dead.
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// Perform unsynchronised angle/horizon if not dead.
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if (!SyncInput() && gamestate == GS_LEVEL && pPlayer->actor->xspr.health != 0)
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if (!SyncInput() && gamestate == GS_LEVEL)
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{
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{
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pPlayer->Angles.CameraAngles.Yaw += DAngle::fromDeg(input.avel);
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pPlayer->Angles.CameraAngles.Yaw += DAngle::fromDeg(input.avel);
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pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);
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pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);
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@ -1524,6 +1524,9 @@ void ProcessInput(PLAYER* pPlayer)
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WeaponProcess(pPlayer);
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WeaponProcess(pPlayer);
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if (actor->xspr.health == 0)
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if (actor->xspr.health == 0)
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{
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{
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// force synchronised input upon death.
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setForcedSyncInput();
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bool bSeqStat = playerSeqPlaying(pPlayer, 16);
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bool bSeqStat = playerSeqPlaying(pPlayer, 16);
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DBloodActor* fragger = pPlayer->fragger;
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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if (fragger)
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