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Fixed: Loading a savegame momentarily left players with undefined pitch limits
- This was only visible when using a screen wipe because the initial frame wiped to would clamp the pitch to whatever undefined pitch range the player had before the proper range was received.
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1 changed files with 6 additions and 0 deletions
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@ -638,6 +638,12 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
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playerTemp.Serialize(arc);
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if (!skipload)
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{
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// This temp player has undefined pitch limits, so set them to something
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// that should leave the pitch stored in the savegame intact when
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// rendering. The real pitch limits will be set by P_SerializePlayers()
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// via a net command, but that won't be processed in time for a screen
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// wipe, so we need something here.
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playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
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CopyPlayer(&players[i], &playerTemp, name);
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}
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else
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