From f9866f4a212adec68443e1e8f32c33969160581b Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Tue, 1 Dec 2020 22:02:02 +1100 Subject: [PATCH] - Blood: Call `resetForcedSyncInput()` after `sethorizon()` in `ProcessInput()` vs. `playerProcess()`. Call was too early and causing player not to be able to look while synchronised input is being forced. --- source/blood/src/player.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/source/blood/src/player.cpp b/source/blood/src/player.cpp index 436537c1a..3a2ce754b 100644 --- a/source/blood/src/player.cpp +++ b/source/blood/src/player.cpp @@ -1565,6 +1565,9 @@ void ProcessInput(PLAYER *pPlayer) sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions); } + // disable synchronised input if set by game. + resetForcedSyncInput(); + int nSector = pSprite->sectnum; int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000; char va; @@ -1651,10 +1654,6 @@ void playerProcess(PLAYER *pPlayer) int nXSprite = pSprite->extra; XSPRITE *pXSprite = pPlayer->pXSprite; POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; - - // disable synchronised input if set by game. - resetForcedSyncInput(); - powerupProcess(pPlayer); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom);