- When the gameaction is ga_level, return and don't break.

* This was causing the first input packet to only be sent to the playsim after the first tic occurred.
* Previous: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 4; PlayClock: 4; PlayClock: 12;, etc.
* Current: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 0; PlayClock: 4; PlayClock: 8;, etc.
* Fixes #900.
This commit is contained in:
Mitchell Richters 2023-03-29 09:38:49 +11:00
parent 7caec5fa69
commit 06dd971291

View file

@ -268,7 +268,7 @@ static void GameTicker()
Net_ClearFifo();
inputState.ClearAllInput();
gamestate = GS_LEVEL;
break;
return;
case ga_intro:
gamestate = GS_INTRO;