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- Repair issue where opening the menu cancels player's pitch returning to centre.
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parent
b5da574613
commit
085aefb1a5
3 changed files with 3 additions and 7 deletions
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@ -98,6 +98,7 @@ public:
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const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll);
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}
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auto getWeaponOffsets(const double interpfrac)
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{
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// Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now.
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@ -108,11 +109,6 @@ public:
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extern DCorePlayer* PlayerArray[MAXPLAYERS];
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inline ESyncBits GetPersistentActions()
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{
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return PlayerArray[myconnectindex]->cmd.ucmd.actions & SB_CENTERVIEW;
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}
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inline double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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@ -249,7 +249,7 @@ void GameInput::processInputBits()
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else dpad_lock = 0;
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const auto crouchState = gi->getCrouchState();
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inputBuffer.actions |= ActionsToSend | GetPersistentActions();
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inputBuffer.actions |= ActionsToSend;
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0))
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@ -327,6 +327,7 @@ void GameInput::processInputBits()
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void GameInput::getInput(InputPacket* packet)
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{
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I_GetEvent();
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SendAction(PlayerArray[myconnectindex]->cmd.ucmd.actions & SB_CENTERVIEW);
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if (paused || M_Active() || gamestate != GS_LEVEL)
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{
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@ -274,7 +274,6 @@ static void GameTicker()
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Net_ClearFifo();
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inputState.ClearAllInput();
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gameInput.Clear();
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gameInput.SendAction(GetPersistentActions());
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gamestate = GS_LEVEL;
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return;
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