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- Duke: Ensure pitch keys are done after adding player's input.
* As this function includes the actor's pitch clamp, it's important its done afterwards. * Setup is already right for all the other games.
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0387282e37
commit
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2 changed files with 4 additions and 4 deletions
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@ -2990,8 +2990,6 @@ HORIZONLY:
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playerAimDown(snum, actions);
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}
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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if (SyncInput())
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@ -2999,6 +2997,8 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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p->Angles.doPitchKeys(&p->sync);
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//Shooting code/changes
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if (p->show_empty_weapon > 0)
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@ -3719,8 +3719,6 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += maphoriz(d);
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}
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p->Angles.doPitchKeys(&p->sync);
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p->checkhardlanding();
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if (SyncInput())
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@ -3728,6 +3726,8 @@ HORIZONLY:
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p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
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}
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p->Angles.doPitchKeys(&p->sync);
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//Shooting code/changes
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if (p->show_empty_weapon > 0)
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