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Server|Fixed: Initial player mobj angle
The player think functions that deal with player controls must be
skipped altogether on the server. They were causing the player mobj
angle to be set incorrectly.
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skyjake committed Feb 8, 2013
1 parent d4e38f0 commit 3ea1597
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions doomsday/plugins/common/src/p_user.c
Expand Up @@ -1644,6 +1644,8 @@ void P_PlayerThinkLookYaw(player_t* player)
float offsetSensitivity = 100; /// @todo Should be done engine-side, mouse sensitivity!
float vel, off, turnSpeedPerTic;

if(IS_DEDICATED) return;

if(!plr->mo || player->playerState == PST_DEAD || player->viewLock)
return;

Expand Down Expand Up @@ -1683,6 +1685,8 @@ void P_PlayerThinkLookPitch(player_t* player, timespan_t ticLength)
float vel, off;
float offsetSensitivity = 100; /// @todo Should be done engine-side, mouse sensitivity!

if(IS_DEDICATED) return;

if(!plr->mo || player->playerState == PST_DEAD || player->viewLock)
return; // Nothing to control.

Expand Down Expand Up @@ -1732,11 +1736,7 @@ void P_PlayerThinkUpdateControls(player_t* player)
playerbrain_t *brain = &player->brain;
boolean oldAttack = brain->attack;

if(IS_DEDICATED)
{
// There are no players on the server that need control.
return;
}
if(IS_DEDICATED) return;

// Check for speed.
P_GetControlState(playerNum, CTL_SPEED, &vel, 0);
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