Skip to content

Commit

Permalink
- Add call to resetForcedSyncInput() for all games.
Browse files Browse the repository at this point in the history
* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
  • Loading branch information
mjr4077au committed Jan 12, 2023
1 parent 6877e79 commit c606fc1
Show file tree
Hide file tree
Showing 3 changed files with 9 additions and 0 deletions.
3 changes: 3 additions & 0 deletions source/games/blood/src/blood.cpp
Expand Up @@ -440,6 +440,9 @@ void GameInterface::Ticker()
// this must be done before the view is backed up.
pPlayer->Angles.resetRenderAngles();

// disable synchronised input if set by game.
resetForcedSyncInput();

for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
viewBackupView(i);
Expand Down
3 changes: 3 additions & 0 deletions source/games/duke/src/gameloop.cpp
Expand Up @@ -72,6 +72,9 @@ void GameInterface::Ticker()
// this must be done before the view is backed up.
ps[myconnectindex].Angles.resetRenderAngles();

// disable synchronised input if set by game.
resetForcedSyncInput();

DukeSpriteIterator it;
while (auto ac = it.Next())
{
Expand Down
3 changes: 3 additions & 0 deletions source/games/exhumed/src/exhumed.cpp
Expand Up @@ -378,6 +378,9 @@ void GameInterface::Ticker()

inita = inita.Normalized360();

// disable synchronised input if set by game.
resetForcedSyncInput();

auto& lPlayerVel = sPlayerInput[nLocalPlayer].vel;

auto inputvect = DVector2(localInput.fvel, localInput.svel).Rotated(inita) * 0.375;
Expand Down

0 comments on commit c606fc1

Please sign in to comment.