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.
This commit is contained in:
Sally Coolatta 2021-02-28 21:02:14 -05:00
parent a25d721a6a
commit 23ed607d11

View file

@ -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++)