- Move GameInput::ResetInputSync() call from each game into GameInput::getInput().

This commit is contained in:
Mitchell Richters 2024-01-05 20:57:01 +11:00
parent baa28dc6a8
commit e58d5f7637
5 changed files with 1 additions and 10 deletions

View file

@ -363,6 +363,7 @@ static void GameTicker()
case GS_LEVEL:
gameupdatetime.Reset();
gameupdatetime.Clock();
gameInput.ResetInputSync();
gi->Ticker();
TickStatusBar();
levelTextTime--;

View file

@ -434,9 +434,6 @@ void GameInterface::Ticker()
const auto mciPlayer = getPlayer(myconnectindex);
const auto mciActor = mciPlayer->GetActor();
// disable synchronised input if set by game.
gameInput.ResetInputSync();
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
const auto pPlayer = getPlayer(i);

View file

@ -67,9 +67,6 @@ void GameInterface::Ticker()
getPlayer(i)->resetCameraAngles();
}
// disable synchronised input if set by game.
gameInput.ResetInputSync();
DukeSpriteIterator it;
while (auto ac = it.Next())
{

View file

@ -326,9 +326,6 @@ void GameInterface::Ticker()
}
else if (EndLevel == 0)
{
// disable synchronised input if set by game.
gameInput.ResetInputSync();
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
const auto pPlayer = getPlayer(i);

View file

@ -6749,7 +6749,6 @@ void domovethings(void)
{
WeaponOperate(pp);
PlayerOperateEnv(pp);
gameInput.ResetInputSync();
}
// do for moving sectors