- fixed handling of BitsToSend.

This commit is contained in:
Christoph Oelckers 2020-07-17 22:19:22 +02:00
parent 7bc2befc84
commit 1d685d24e9

View file

@ -39,7 +39,8 @@ source as it is released.
BEGIN_DUKE_NS BEGIN_DUKE_NS
static int WeaponToSend, BitsToSend; static int WeaponToSend;
static ESyncBits BitsToSend;
extern double elapsedInputTicks; extern double elapsedInputTicks;
@ -723,6 +724,8 @@ void processCommonInput(ControlInfo &info, bool onVehicle)
// These 3 bits are only available when not riding a bike or boat. // These 3 bits are only available when not riding a bike or boat.
if (onVehicle) BitsToSend &= ~(SKB_HOLSTER|SKB_TURNAROUND|SKB_CENTER_VIEW); if (onVehicle) BitsToSend &= ~(SKB_HOLSTER|SKB_TURNAROUND|SKB_CENTER_VIEW);
loc.bits |= BitsToSend;
BitsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Dpad_Select)) if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
{ {
@ -963,7 +966,6 @@ void processVehicleInput(player_struct *p, ControlInfo& info, input_t& input, do
else else
{ {
turnvel = boatApplyTurn(p, turnl, turnr, turnspeed != 0, scaleAdjust) * scaleAdjust * 2; turnvel = boatApplyTurn(p, turnl, turnr, turnspeed != 0, scaleAdjust) * scaleAdjust * 2;
} }
// What is this? Optimization for playing with a mouse which the original did not have? // What is this? Optimization for playing with a mouse which the original did not have?