From 23ed607d11dbd7fed3b54b94a70c84d871a6690a Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Sun, 28 Feb 2021 21:02:14 -0500 Subject: [PATCH] Handle angleturn conflict Since Sryder mentioned it, the main difference is: - player->angleturn is the absolute angle, like vanilla, but it's now an angle_t, so it doesn't need shifted. - cmd->turning modifies player->angleturn relatively, instead of absolute angles being stored in the cmd (makes the system less cheatable for kart) - Because the absolute angle is no longer stored in the cmd, all of the pre/post angleturn values that vanilla has basically just need to be flat-out removed. --- src/d_clisrv.c | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index c4a71291c..2fbeb996c 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -1371,12 +1371,9 @@ static void CL_ReloadReceivedSavegame(void) neededtic = gametic; maketic = neededtic; - ticcmd_oldangleturn[0] = players[consoleplayer].oldrelangleturn; - P_ForceLocalAngle(&players[consoleplayer], (angle_t)(players[consoleplayer].angleturn << 16)); - if (splitscreen) + for (i = 0; i <= splitscreen; i++) { - ticcmd_oldangleturn[1] = players[secondarydisplayplayer].oldrelangleturn; - P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16)); + P_ForceLocalAngle(&players[displayplayers[i]], players[displayplayers[i]].angleturn); } for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)