- SW: Don't reset player pitch upon death.

* This _somewhat_ addresses #770 by hiding the effects of it.
* Since we re-init `Player::Angles` when a new actor is spawned, this all resets anyway.
This commit is contained in:
Mitchell Richters 2022-12-11 15:56:42 +11:00 committed by Christoph Oelckers
parent 7d6eb2bae6
commit 9b73f46aff

View file

@ -6023,10 +6023,8 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
pp->Flags &= ~(PF_DEAD); pp->Flags &= ~(PF_DEAD);
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
pp->input.actions |= SB_CENTERVIEW;
plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
pp->actor->spr.Angles.Pitch = nullAngle;
plActor->user.ID = NINJA_RUN_R0; plActor->user.ID = NINJA_RUN_R0;
PlayerDeathReset(pp); PlayerDeathReset(pp);
@ -7086,7 +7084,6 @@ void InitAllPlayers(void)
pp->FadeAmt = 0; pp->FadeAmt = 0;
pp->FadeTics = 0; pp->FadeTics = 0;
pp->StartColor = 0; pp->StartColor = 0;
pp->Angles.ViewAngles.Pitch = nullAngle;
INITLIST(&pp->PanelSpriteList); INITLIST(&pp->PanelSpriteList);
} }