RR: fix player still being able to look around while frozen

Replicates changes to Duke3D code from f408c5a8d4763ef905c81d870ab53d74fa5be015.
This commit is contained in:
Richard C. Gobeille 2020-06-17 21:52:10 +10:00 committed by Christoph Oelckers
parent 815df3ed38
commit 3c6adcd10b

View file

@ -3184,7 +3184,7 @@ static int P_CheckLockedMovement(int const playerNum)
auto &thisPlayer = g_player[playerNum]; auto &thisPlayer = g_player[playerNum];
auto const pPlayer = thisPlayer.ps; auto const pPlayer = thisPlayer.ps;
if ((pPlayer->dead_flag && !ud.god) || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0 if (sprite[pPlayer->i].extra <= 0 || (pPlayer->dead_flag && !ud.god) || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
|| pPlayer->knee_incs > 0 || pPlayer->knee_incs > 0
|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1 || (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay))) && pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))