Skip to content

GitLab

  • Menu
Projects Groups Snippets
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in / Register
  • EDuke32 EDuke32
  • Project information
    • Project information
    • Activity
    • Labels
    • Members
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributors
    • Graph
    • Compare
  • Issues 96
    • Issues 96
    • List
    • Boards
    • Service Desk
    • Milestones
  • Merge requests 12
    • Merge requests 12
  • Deployments
    • Deployments
    • Releases
  • Monitor
    • Monitor
    • Incidents
  • Analytics
    • Analytics
    • Value stream
    • Repository
  • Activity
  • Graph
  • Create a new issue
  • Commits
  • Issue Boards
Collapse sidebar
  • Richard Gobeille
  • EDuke32EDuke32
  • Issues
  • #39

Closed
Open
Created May 28, 2020 by Mitchell Richters@mjr4077auContributor

Duke3D: Player movement not locked properly when frozen.

Happens since the changes with framerate-based input polling. I imagine something in P_CheckLockedMovement() needs amending but I'm not sure what, sorry.

Easy enough to reproduce, just give yourself all weapons and bouce the freeze gun off a wall so it reflects back at you. Expected behaviour is that on changes to q16horiz/q16ang are permitted. Experienced behaviour is is that both can change with mouse input. The player's horizon continually tries to return view to center though.

Assignee
Assign to
Time tracking