diff --git a/src/g_game.c b/src/g_game.c index 394e9a09d..a05812768 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1409,6 +1409,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) if (abilitydirection && camera.chase && !ticcmd_resetdown[forplayer] && !player->climbing && !forcestrafe && (player->pflags & PF_DIRECTIONCHAR) && player->powers[pw_carry] != CR_MINECART) { + ///@TODO This block of code is a hack to get the desired abilitydirection and player angle behaviors while remaining netplay-compatible with EXEs without those features. + // This has side effects like making F12 spectate look kind of weird, and making the input viewer inaccurate. + // In a perfect world, this will be removed and player behavior would use facing direction in a way that mimics this. + // But that's a lot more work and I want to A) have this out quickly B) be netplay-compatible. + if (cmd->forwardmove || cmd->sidemove) { angle_t controlangle = R_PointToAngle2(0, 0, cmd->forwardmove << FRACBITS, -cmd->sidemove << FRACBITS);