- 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.
This commit is contained in:
Mitchell Richters 2023-03-26 16:40:25 +11:00
parent 0387282e37
commit e9a5f745fc
2 changed files with 4 additions and 4 deletions

View file

@ -2990,8 +2990,6 @@ HORIZONLY:
playerAimDown(snum, actions);
}
p->Angles.doPitchKeys(&p->sync);
p->checkhardlanding();
if (SyncInput())
@ -2999,6 +2997,8 @@ HORIZONLY:
p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
}
p->Angles.doPitchKeys(&p->sync);
//Shooting code/changes
if (p->show_empty_weapon > 0)

View file

@ -3719,8 +3719,6 @@ HORIZONLY:
p->GetActor()->spr.Angles.Pitch += maphoriz(d);
}
p->Angles.doPitchKeys(&p->sync);
p->checkhardlanding();
if (SyncInput())
@ -3728,6 +3726,8 @@ HORIZONLY:
p->GetActor()->spr.Angles.Pitch += GetPlayerHorizon(snum);
}
p->Angles.doPitchKeys(&p->sync);
//Shooting code/changes
if (p->show_empty_weapon > 0)