From 05a151b2a455f8453e03f60cc2c321096701e7cc Mon Sep 17 00:00:00 2001 From: Andrei Drexler Date: Mon, 27 Nov 2023 20:14:15 +0100 Subject: [PATCH] Tighten up cutscene detection (#269) Previously, mouse movement was disabled until the next server frame after receiving a svc_setangle in order to prevent jittery camera movement during cutscenes such as the one at the beginning of ad_tears (which would happen because input/rendering is decoupled from the server). Now we also check for a NULL viewmodel before disabling mouse movement in to allow view angle adjustments during gameplay (e.g. the instant teleporters in Alkaline 1.2). --- Quake/in_sdl.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Quake/in_sdl.c b/Quake/in_sdl.c index d6246cbe5..77975a12b 100644 --- a/Quake/in_sdl.c +++ b/Quake/in_sdl.c @@ -363,7 +363,8 @@ extern cvar_t scr_fov; void IN_MouseMotion(int dx, int dy) { - if (cls.state != ca_connected || cls.signon != SIGNONS || key_dest != key_game || cl.fixangle) + qboolean cutscene = cl.fixangle && !cl.viewent.model; + if (cls.state != ca_connected || cls.signon != SIGNONS || key_dest != key_game || cutscene) { total_dx = 0; total_dy = 0;