- move p->actorsqu angle changes from moveplayers() to applylook() so that it can be applied when not running synchronous input.

Fixes #54.
This commit is contained in:
Mitchell Richters 2020-07-28 12:21:35 +10:00
parent e345bf389f
commit baed75ff8a
2 changed files with 5 additions and 5 deletions

View file

@ -463,11 +463,6 @@ void moveplayers(void) //Players
}
}
if (p->actorsqu >= 0)
{
p->addang(getincangle(p->getang(), getangle(sprite[p->actorsqu].x - p->posx, sprite[p->actorsqu].y - p->posy)) >> 2, true);
}
if (ud.god)
{
s->extra = max_player_health;

View file

@ -818,6 +818,11 @@ void applylook(int snum, double factor)
p->addrotscrnang(factor * -24);
}
if (p->actorsqu >= 0)
{
p->q16ang += fix16_from_dbl(factor * (getincangle(p->getang(), getangle(sprite[p->actorsqu].x - p->posx, sprite[p->actorsqu].y - p->posy)) >> 2));
}
if (p->one_eighty_count < 0 && p->on_crane < 0)
{
fixed_t add = fix16_from_dbl(factor * 128);