- Blood: Force synchronised input while dead.

This commit is contained in:
Mitchell Richters 2023-03-18 19:22:10 +11:00
parent 3442290fa2
commit ee294d7fa0
2 changed files with 4 additions and 1 deletions

View file

@ -58,7 +58,7 @@ void GameInterface::GetInput(const double scaleAdjust, InputPacket* packet)
processMovement(&hidInput, &gInput, &input, scaleAdjust); processMovement(&hidInput, &gInput, &input, scaleAdjust);
// Perform unsynchronised angle/horizon if not dead. // 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.Yaw += DAngle::fromDeg(input.avel);
pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz); pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);

View file

@ -1524,6 +1524,9 @@ void ProcessInput(PLAYER* pPlayer)
WeaponProcess(pPlayer); WeaponProcess(pPlayer);
if (actor->xspr.health == 0) if (actor->xspr.health == 0)
{ {
// force synchronised input upon death.
setForcedSyncInput();
bool bSeqStat = playerSeqPlaying(pPlayer, 16); bool bSeqStat = playerSeqPlaying(pPlayer, 16);
DBloodActor* fragger = pPlayer->fragger; DBloodActor* fragger = pPlayer->fragger;
if (fragger) if (fragger)