- InputState::ClearAllInput(): Call resetTurnHeldAmt() when clearing input.

This commit is contained in:
Mitchell Richters 2021-01-02 10:00:29 +11:00
parent e65e112281
commit 4aae71f0ee

View file

@ -43,6 +43,7 @@
#include "gamestruct.h" #include "gamestruct.h"
#include "d_net.h" #include "d_net.h"
#include "gamestate.h" #include "gamestate.h"
#include "gameinput.h"
static int WeaponToSend = 0; static int WeaponToSend = 0;
ESyncBits ActionsToSend = 0; ESyncBits ActionsToSend = 0;
@ -125,6 +126,7 @@ void InputState::ClearAllInput()
crouch_toggle = false; crouch_toggle = false;
buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well. buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
gi->clearlocalinputstate(); // also clear game local input state. gi->clearlocalinputstate(); // also clear game local input state.
resetTurnHeldAmt();
} }