- Duke: Change where centering view locks the input.

This commit is contained in:
Mitchell Richters 2023-03-19 09:08:24 +11:00
parent 9b751d6469
commit a7d829d539
3 changed files with 15 additions and 13 deletions

View file

@ -75,7 +75,7 @@ void GameInterface::Ticker()
}
// disable synchronised input if set by game.
if (!ps[myconnectindex].centeringView()) resetForcedSyncInput();
resetForcedSyncInput();
DukeSpriteIterator it;
while (auto ac = it.Next())

View file

@ -2761,6 +2761,12 @@ void processinput_d(int snum)
p->psectlotag = psectlotag;
if (p->centeringView())
{
p->sync.horz = 0;
setForcedSyncInput();
}
//Do the quick lefts and rights
p->Angles.doViewYaw(&p->sync);
@ -2990,12 +2996,7 @@ HORIZONLY:
playerAimDown(snum, actions);
}
if (p->centeringView())
{
p->sync.horz = 0;
setForcedSyncInput();
}
else if (SyncInput())
if (SyncInput())
{
p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
}

View file

@ -3444,6 +3444,12 @@ void processinput_r(int snum)
p->psectlotag = psectlotag;
if (p->centeringView())
{
p->sync.horz = 0;
setForcedSyncInput();
}
//Do the quick lefts and rights
p->Angles.doViewYaw(&p->sync);
@ -3801,12 +3807,7 @@ HORIZONLY:
p->GetActor()->spr.Angles.Pitch += maphoriz(d);
}
if (p->centeringView())
{
p->sync.horz = 0;
setForcedSyncInput();
}
else if (SyncInput())
if (SyncInput())
{
p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
}