- Duke: Within gi->GetInput() , call p->apply_seasick() after applylook() as per the original code, and call unconditionally since its guarded as to whether it runs or not internally. Original spot only had it called if on a vehicle which wasn't right.

This commit is contained in:
Mitchell Richters 2021-01-03 19:59:39 +11:00
parent f6b9c3cba7
commit 6058669e29

View file

@ -829,11 +829,6 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
if (rrraVehicle)
{
processVehicleInput(p, hidInput, input, scaleAdjust);
if (!SyncInput() && p->GetActor()->s.extra > 0)
{
p->apply_seasick(scaleAdjust);
}
}
else
{
@ -848,8 +843,8 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
{
// Do these in the same order as the old code.
doslopetilting(p, scaleAdjust);
input.avel = p->adjustavel(input.avel);
applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust);
applylook(&p->angle, p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
p->apply_seasick(scaleAdjust);
sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
}