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- Duke: don't process input when not in a game.
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a2f17b1de3
commit
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1 changed files with 3 additions and 3 deletions
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@ -768,9 +768,9 @@ static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, I
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static void FinalizeInput(player_struct *p, InputPacket& input)
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static void FinalizeInput(player_struct *p, InputPacket& input)
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{
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{
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if (movementBlocked(p) || p->GetActor()->s->extra <= 0 || (p->dead_flag && !ud.god && !p->resurrected))
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if (gamestate != GS_LEVEL || movementBlocked(p) || p->GetActor()->s->extra <= 0 || (p->dead_flag && !ud.god && !p->resurrected))
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{
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{
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// neutralize all movement when blocked or in automap follow mode
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// neutralize all movement when not in a game, blocked or in automap follow mode
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loc.fvel = loc.svel = 0;
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loc.fvel = loc.svel = 0;
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loc.avel = loc.horz = 0;
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loc.avel = loc.horz = 0;
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input.avel = input.horz = 0;
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input.avel = input.horz = 0;
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@ -804,7 +804,7 @@ static void FinalizeInput(player_struct *p, InputPacket& input)
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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{
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if (paused)
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if (paused || gamestate != GS_LEVEL)
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{
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{
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loc = {};
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loc = {};
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return;
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return;
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