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Blood: input code improvements
Repairs interpolation issues introduced in 96c9ca657e
as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
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parent
6fdc11d608
commit
b907791558
4 changed files with 5 additions and 5 deletions
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@ -1224,6 +1224,8 @@ RESTART:
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gBufferJitter = 0;
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while (totalclock >= gNetFifoClock && ready2send)
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{
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gNetInput = gInput;
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gInput = {};
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netGetInput();
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gNetFifoClock += 4;
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while (gNetFifoHead[myconnectindex]-gNetFifoTail > gBufferJitter && !gStartNewGame && !gQuitGame)
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@ -39,7 +39,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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GINPUT gInput;
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GINPUT gInput, gNetInput;
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bool bSilentAim = false;
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int iTurnCount = 0;
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@ -103,7 +103,7 @@ struct GINPUT
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#pragma pack(pop)
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extern GINPUT gInput;
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extern GINPUT gInput, gNetInput;
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extern bool bSilentAim;
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extern fix16_t gViewLook, gViewAngle;
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@ -734,10 +734,8 @@ void netGetInput(void)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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if (gNetFifoHead[myconnectindex]-200 > gNetFifoHead[p])
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return;
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ctrlGetInput();
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GINPUT &input = gFifoInput[gNetFifoHead[myconnectindex]&255][myconnectindex];
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input = gInput;
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gInput = {};
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input = gNetInput;
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gNetFifoHead[myconnectindex]++;
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if (gGameOptions.nGameType == 0 || numplayers == 1)
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{
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