From 84e9356bf2ee02c44aa2d4fa8762da10162abc30 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Mon, 3 Jan 2022 01:48:34 +1100 Subject: [PATCH] Revert "- Blood: Force synchronised input while a revolving door is busy/in-use." This reverts commit 232dd5e07a3d4868089ac69772cf510bbae768e3. The true fix was in "- Blood: fixed interpolation of sprites on rotating sectors.". --- source/games/blood/src/player.cpp | 2 -- source/games/blood/src/triggers.cpp | 2 -- 2 files changed, 4 deletions(-) diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 36d7a0606..17d434a8b 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1772,8 +1772,6 @@ void ProcessInput(PLAYER* pPlayer) doslopetilting(pPlayer); } - // disable synchronised input and input locks if set by game. - resetForcedSyncInput(); pPlayer->angle.unlockinput(); pPlayer->horizon.unlockinput(); diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 0cf585ec8..7b7d9d5ec 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -1775,8 +1775,6 @@ void LinkSector(sectortype* pSector, EVENT event) break; case kSectorRotateMarked: case kSectorRotate: - // force synchronised input here for now. - setForcedSyncInput(); RDoorBusy(pSector, nBusy); break; default: