Always use critical struct for freeaim and jump #1088
Merged
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While cleaning up my amateur mistakes to prepare the new release of So Doom I noticed that Crispy code looks to contain flaws that may be seldom triggered.
The physical gameplay tweaks that affect demo sync and netplay should be set up as
crispy->criticalfield
in 4 files only:compatibility.c
,d_main.c
,m_crispy.c
andm_menu.c
.In all other files the
critical
structure pointer should be used instead ofcrispy
,critical
points tocrispy_s
struct in singleplayer (non-demo, non-netgame) and to the all-zeros-initializedcritical_s
otherwise.I cleaned out what looks to me like the wrong use of
crispy->
instead ofcritical->
.