Fix flipcam playerflag sticking
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04d3cea9e6
3 changed files with 2 additions and 5 deletions
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@ -1895,7 +1895,7 @@ void WeaponPref_Parse(UINT8 **cp, INT32 playernum)
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UINT8 prefs = READUINT8(*cp);
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player->pflags &= ~(PF_KICKSTARTACCEL|PF_SHRINKME);
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player->pflags &= ~(PF_KICKSTARTACCEL|PF_SHRINKME|PF_FLIPCAM);
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if (prefs & WP_KICKSTARTACCEL)
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player->pflags |= PF_KICKSTARTACCEL;
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@ -2545,9 +2545,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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starposttime = players[player].starposttime;
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prevcheck = players[player].prevcheck;
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prevcheck = players[player].nextcheck;
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pflags |= (players[player].pflags & (PF_STASIS|PF_ELIMINATED|PF_NOCONTEST|PF_LOSTLIFE|PF_FLIPCAM));
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lastsafelap = players[player].lastsafelap;
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lastsafestarpost = players[player].lastsafestarpost;
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bigwaypointgap = players[player].bigwaypointgap;
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@ -3558,7 +3558,7 @@ void P_DestroyRobots(void)
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// the below is chasecam only, if you're curious. check out P_CalcPostImg in p_user.c for first person
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void P_CalcChasePostImg(player_t *player, camera_t *thiscam)
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{
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const boolean flipcam = (player->pflags & PF_FLIPCAM && player->mo->eflags & MFE_VERTICALFLIP);
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const boolean flipcam = ((player->pflags & PF_FLIPCAM) && (player->mo->eflags & MFE_VERTICALFLIP));
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UINT8 postimgtype = 0;
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// This can happen when joining
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