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- Blood: Lock input after setting angle/horizon targets in nnexts.cpp code, then unlock in ProcessInput()
where resetForcedSyncInput()
is called.
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parent
ca65c4c9da
commit
0f5243c39e
2 changed files with 7 additions and 5 deletions
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@ -1714,7 +1714,7 @@ void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer)
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}
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pPlayer->horizon.settarget(100. * tan(adjustment * pi::pi() / 1024.));
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setForcedSyncInput();
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pPlayer->horizon.lockinput();
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}
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void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) {
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@ -2403,7 +2403,7 @@ void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite) {
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if (pPlayer) {
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pPlayer->angle.settarget(pSource->ang);
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setForcedSyncInput();
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pPlayer->angle.lockinput();
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}
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else if (isDude) xsprite[pSprite->extra].goalAng = pSprite->ang = pSource->ang;
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else pSprite->ang = pSource->ang;
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@ -4695,11 +4695,11 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->data4 != 0) break;
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else if (pSprite->flags & kModernTypeFlag1) {
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pPlayer->angle.settarget(pSprite->ang);
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setForcedSyncInput();
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pPlayer->angle.lockinput();
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}
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else if (valueIsBetween(pXSprite->data2, -kAng360, kAng360)) {
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pPlayer->angle.settarget(pXSprite->data2);
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setForcedSyncInput();
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pPlayer->angle.lockinput();
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}
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break;
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case 10: // 74 (print the book)
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@ -1548,8 +1548,10 @@ void ProcessInput(PLAYER *pPlayer)
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doslopetilting(pPlayer);
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}
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// disable synchronised input if set by game.
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// disable synchronised input and input locks if set by game.
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resetForcedSyncInput();
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pPlayer->angle.unlockinput();
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pPlayer->horizon.unlockinput();
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pPlayer->slope = -pPlayer->horizon.horiz.asq16() >> 9;
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if (pInput->actions & SB_INVPREV)
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