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- SW: Fix turret sound with unsynchronised input.
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cda79496ce
commit
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1 changed files with 8 additions and 8 deletions
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@ -1704,14 +1704,6 @@ DoPlayerTurnTurret(PLAYERp pp, fixed_t q16avel)
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fixed_t new_ang, diff;
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fixed_t new_ang, diff;
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECTp sop = pp->sop;
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if (!Prediction)
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{
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if (q16avel && !pp->lastinput.q16avel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else if (!q16avel && pp->lastinput.q16avel)
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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}
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if (sop->drive_angspeed)
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if (sop->drive_angspeed)
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{
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{
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fixed_t drive_oq16avel = pp->drive_q16avel;
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fixed_t drive_oq16avel = pp->drive_q16avel;
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@ -3169,6 +3161,14 @@ DoPlayerMoveTank(PLAYERp pp)
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void
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void
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DoPlayerMoveTurret(PLAYERp pp)
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DoPlayerMoveTurret(PLAYERp pp)
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{
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{
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if (!Prediction)
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{
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if (pp->input.q16avel && !pp->lastinput.q16avel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else if (!pp->input.q16avel && pp->lastinput.q16avel)
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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}
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if (!cl_syncinput)
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if (!cl_syncinput)
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{
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{
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SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
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SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
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