- Blood: Call resetForcedSyncInput() after sethorizon() in ProcessInput() vs. playerProcess(). Call was too early and causing player not to be able to look while synchronised input is being forced.

This commit is contained in:
Mitchell Richters 2020-12-01 22:02:02 +11:00
parent 5850c7b284
commit f9866f4a21

View file

@ -1565,6 +1565,9 @@ void ProcessInput(PLAYER *pPlayer)
sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions);
}
// disable synchronised input if set by game.
resetForcedSyncInput();
int nSector = pSprite->sectnum;
int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000;
char va;
@ -1651,10 +1654,6 @@ void playerProcess(PLAYER *pPlayer)
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = pPlayer->pXSprite;
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
// disable synchronised input if set by game.
resetForcedSyncInput();
powerupProcess(pPlayer);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);