- Blood: Forbid unsynchronised input if dead.

This commit is contained in:
Mitchell Richters 2020-09-16 22:02:05 +10:00
parent 85e81c94c7
commit 6e4ee9e975

View file

@ -153,8 +153,14 @@ static void processMovement(ControlInfo* const hidInput, bool const mouseaim)
{ {
PLAYER* pPlayer = &gPlayer[myconnectindex]; PLAYER* pPlayer = &gPlayer[myconnectindex];
applylook(pPlayer, input.q16avel, scaleAdjust); // Perform unsynchronised angle/horizon if not dead.
if (gView->pXSprite->health != 0)
{
applylook(pPlayer, input.q16avel, scaleAdjust);
sethorizon(pPlayer, input.q16horz, scaleAdjust);
}
// Process angle amendments from the game's ticker.
if (pPlayer->angTarget) if (pPlayer->angTarget)
{ {
fixed_t angDelta = getincangleq16(pPlayer->q16ang, pPlayer->angTarget); fixed_t angDelta = getincangleq16(pPlayer->q16ang, pPlayer->angTarget);
@ -171,8 +177,7 @@ static void processMovement(ControlInfo* const hidInput, bool const mouseaim)
pPlayer->q16ang = (pPlayer->q16ang + FloatToFixed(scaleAdjust * pPlayer->angAdjust)) & 0x7FFFFFF; pPlayer->q16ang = (pPlayer->q16ang + FloatToFixed(scaleAdjust * pPlayer->angAdjust)) & 0x7FFFFFF;
} }
sethorizon(pPlayer, input.q16horz, scaleAdjust); // Process horizon amendments from the game's ticker.
if (pPlayer->horizTarget) if (pPlayer->horizTarget)
{ {
fixed_t horizDelta = pPlayer->horizTarget - pPlayer->q16horiz; fixed_t horizDelta = pPlayer->horizTarget - pPlayer->q16horiz;