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- Move GameInput::ResetInputSync()
call from each game into GameInput::getInput()
.
This commit is contained in:
parent
baa28dc6a8
commit
e58d5f7637
5 changed files with 1 additions and 10 deletions
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@ -363,6 +363,7 @@ static void GameTicker()
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case GS_LEVEL:
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gameupdatetime.Reset();
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gameupdatetime.Clock();
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gameInput.ResetInputSync();
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gi->Ticker();
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TickStatusBar();
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levelTextTime--;
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@ -434,9 +434,6 @@ void GameInterface::Ticker()
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const auto mciPlayer = getPlayer(myconnectindex);
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const auto mciActor = mciPlayer->GetActor();
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// disable synchronised input if set by game.
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gameInput.ResetInputSync();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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const auto pPlayer = getPlayer(i);
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@ -67,9 +67,6 @@ void GameInterface::Ticker()
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getPlayer(i)->resetCameraAngles();
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}
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// disable synchronised input if set by game.
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gameInput.ResetInputSync();
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DukeSpriteIterator it;
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while (auto ac = it.Next())
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{
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@ -326,9 +326,6 @@ void GameInterface::Ticker()
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}
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else if (EndLevel == 0)
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{
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// disable synchronised input if set by game.
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gameInput.ResetInputSync();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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const auto pPlayer = getPlayer(i);
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@ -6749,7 +6749,6 @@ void domovethings(void)
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{
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WeaponOperate(pp);
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PlayerOperateEnv(pp);
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gameInput.ResetInputSync();
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}
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// do for moving sectors
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