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.
This commit is contained in:
Marisa Heit 2016-10-22 20:56:31 -05:00
parent 31f01d076e
commit 5ba5da0dcc

View file

@ -638,6 +638,12 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
playerTemp.Serialize(arc);
if (!skipload)
{
// This temp player has undefined pitch limits, so set them to something
// that should leave the pitch stored in the savegame intact when
// rendering. The real pitch limits will be set by P_SerializePlayers()
// via a net command, but that won't be processed in time for a screen
// wipe, so we need something here.
playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
CopyPlayer(&players[i], &playerTemp, name);
}
else