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- 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.
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1 changed files with 2 additions and 7 deletions
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@ -829,11 +829,6 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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if (rrraVehicle)
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if (rrraVehicle)
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{
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{
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processVehicleInput(p, hidInput, input, scaleAdjust);
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processVehicleInput(p, hidInput, input, scaleAdjust);
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if (!SyncInput() && p->GetActor()->s.extra > 0)
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{
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p->apply_seasick(scaleAdjust);
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}
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}
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}
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else
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else
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{
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{
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@ -848,8 +843,8 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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{
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// Do these in the same order as the old code.
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// Do these in the same order as the old code.
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doslopetilting(p, scaleAdjust);
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doslopetilting(p, scaleAdjust);
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input.avel = p->adjustavel(input.avel);
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applylook(&p->angle, p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust);
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p->apply_seasick(scaleAdjust);
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sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
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sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
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}
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}
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