Hold input while paused

This commit is contained in:
def 2014-01-22 14:04:46 +01:00
parent 3426bc5fcf
commit 61b056f9f7

View file

@ -624,13 +624,13 @@ void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
void CCharacter::ResetInput()
{
m_Input.m_Direction = 0;
m_Input.m_Hook = 0;
//m_Input.m_Direction = 0;
//m_Input.m_Hook = 0;
// simulate releasing the fire button
if((m_Input.m_Fire&1) != 0)
m_Input.m_Fire++;
m_Input.m_Fire &= INPUT_STATE_MASK;
m_Input.m_Jump = 0;
//if((m_Input.m_Fire&1) != 0)
// m_Input.m_Fire++;
//m_Input.m_Fire &= INPUT_STATE_MASK;
//m_Input.m_Jump = 0;
m_LatestPrevInput = m_LatestInput = m_Input;
}
@ -1016,7 +1016,8 @@ void CCharacter::Snap(int SnappingClient)
pCharacter->m_Weapon = m_ActiveWeapon;
pCharacter->m_AttackTick = m_AttackTick;
pCharacter->m_Direction = m_Input.m_Direction;
if (!m_Paused)
pCharacter->m_Direction = m_Input.m_Direction;
if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 ||
(!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID))