- Exhumed: Hook up crouch action to applylook() that was forgotten during initial implementation.

This commit is contained in:
Mitchell Richters 2020-09-22 16:06:12 +10:00
parent 46810ec490
commit d338e60841
2 changed files with 2 additions and 2 deletions

View file

@ -196,7 +196,7 @@ static void processMovement(ControlInfo* const hidInput)
if (!nFreeze)
{
applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, false);
applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080);
sethorizon(&pPlayer->q16horiz, tempinput.q16horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
UpdatePlayerSpriteAngle(pPlayer);
}

View file

@ -946,7 +946,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
if (cl_syncinput)
{
Player* pPlayer = &PlayerList[nPlayer];
applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, false);
applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, eyelevel[nLocalPlayer] > -14080);
UpdatePlayerSpriteAngle(pPlayer);
}