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- Blood: Force synchronised input while a revolving door is busy/in-use.
* Fixes #205.
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2 changed files with 10 additions and 1 deletions
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@ -1435,9 +1435,12 @@ void ProcessInput(PLAYER *pPlayer)
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if (cl_syncinput)
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if (cl_syncinput)
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{
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{
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applylook(&pPlayer->angle, pInput->avel, &pInput->actions);
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applylook(&pPlayer->angle, pInput->avel, &pInput->actions);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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}
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// unconditionally update the player's sprite angle
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// in case game is forcing synchronised input.
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UpdatePlayerSpriteAngle(pPlayer);
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if (!(pInput->actions & SB_JUMP))
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if (!(pInput->actions & SB_JUMP))
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pPlayer->cantJump = 0;
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pPlayer->cantJump = 0;
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@ -1647,6 +1650,10 @@ void playerProcess(PLAYER *pPlayer)
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int nXSprite = pSprite->extra;
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int nXSprite = pSprite->extra;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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// disable synchronised input if set by game.
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resetForcedSyncInput();
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powerupProcess(pPlayer);
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powerupProcess(pPlayer);
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int top, bottom;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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GetSpriteExtents(pSprite, &top, &bottom);
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@ -1714,6 +1714,8 @@ void LinkSector(int nSector, XSECTOR *pXSector, EVENT event)
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break;
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break;
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case kSectorRotateMarked:
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case kSectorRotateMarked:
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case kSectorRotate:
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case kSectorRotate:
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// force synchronised input here for now.
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setForcedSyncInput();
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RDoorBusy(nSector, nBusy);
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RDoorBusy(nSector, nBusy);
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break;
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break;
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default:
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default:
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