- Blood: Get death chase-cam going while unsynchronised using input helpers.

This commit is contained in:
Mitchell Richters 2020-09-16 22:18:22 +10:00
parent 6e4ee9e975
commit 40bbb61239

View file

@ -1480,6 +1480,8 @@ void ProcessInput(PLAYER *pPlayer)
Item_JumpBoots = 3
};
resetinputhelpers(pPlayer);
spritetype *pSprite = pPlayer->pSprite;
XSPRITE *pXSprite = pPlayer->pXSprite;
int nSprite = pPlayer->nSprite;
@ -1498,11 +1500,11 @@ void ProcessInput(PLAYER *pPlayer)
if (pPlayer->fraggerId != -1)
{
pPlayer->angold = pSprite->ang = getangle(sprite[pPlayer->fraggerId].x - pSprite->x, sprite[pPlayer->fraggerId].y - pSprite->y);
pPlayer->q16ang = IntToFixed(pSprite->ang);
playerSetAngle(pPlayer, pSprite->ang);
}
pPlayer->deathTime += 4;
if (!bSeqStat)
pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120));
playerSetHoriz(pPlayer, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120))));
if (pPlayer->curWeapon)
pInput->setNewWeapon(pPlayer->curWeapon);
if (pInput->actions & SB_OPEN)