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- Blood: Get death chase-cam going while unsynchronised using input helpers.
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parent
6e4ee9e975
commit
40bbb61239
1 changed files with 4 additions and 2 deletions
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@ -1480,6 +1480,8 @@ void ProcessInput(PLAYER *pPlayer)
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Item_JumpBoots = 3
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};
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resetinputhelpers(pPlayer);
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spritetype *pSprite = pPlayer->pSprite;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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int nSprite = pPlayer->nSprite;
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@ -1498,11 +1500,11 @@ void ProcessInput(PLAYER *pPlayer)
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if (pPlayer->fraggerId != -1)
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{
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pPlayer->angold = pSprite->ang = getangle(sprite[pPlayer->fraggerId].x - pSprite->x, sprite[pPlayer->fraggerId].y - pSprite->y);
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pPlayer->q16ang = IntToFixed(pSprite->ang);
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playerSetAngle(pPlayer, pSprite->ang);
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120));
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playerSetHoriz(pPlayer, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120))));
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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