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- Duke: Change where centering view locks the input.
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9b751d6469
commit
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3 changed files with 15 additions and 13 deletions
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@ -75,7 +75,7 @@ void GameInterface::Ticker()
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}
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// disable synchronised input if set by game.
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if (!ps[myconnectindex].centeringView()) resetForcedSyncInput();
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resetForcedSyncInput();
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DukeSpriteIterator it;
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while (auto ac = it.Next())
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@ -2761,6 +2761,12 @@ void processinput_d(int snum)
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p->psectlotag = psectlotag;
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if (p->centeringView())
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{
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p->sync.horz = 0;
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setForcedSyncInput();
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}
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//Do the quick lefts and rights
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p->Angles.doViewYaw(&p->sync);
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@ -2990,12 +2996,7 @@ HORIZONLY:
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playerAimDown(snum, actions);
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}
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if (p->centeringView())
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{
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p->sync.horz = 0;
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setForcedSyncInput();
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}
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else if (SyncInput())
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if (SyncInput())
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{
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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@ -3444,6 +3444,12 @@ void processinput_r(int snum)
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p->psectlotag = psectlotag;
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if (p->centeringView())
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{
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p->sync.horz = 0;
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setForcedSyncInput();
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}
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//Do the quick lefts and rights
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p->Angles.doViewYaw(&p->sync);
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@ -3801,12 +3807,7 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += maphoriz(d);
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}
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if (p->centeringView())
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{
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p->sync.horz = 0;
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setForcedSyncInput();
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}
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else if (SyncInput())
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if (SyncInput())
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{
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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