diff --git a/DXRBalance/DeusEx/Classes/BalancePlayer.uc b/DXRBalance/DeusEx/Classes/BalancePlayer.uc index 644a2023f..88325eb80 100644 --- a/DXRBalance/DeusEx/Classes/BalancePlayer.uc +++ b/DXRBalance/DeusEx/Classes/BalancePlayer.uc @@ -764,7 +764,8 @@ state PlayerWalking newSpeed *= 0.65; GroundSpeed = FMax(newSpeed, 100); - if(Level.LevelAction != LEVACT_None) GroundSpeed = 0; + if(Level.LevelAction != LEVACT_None) GroundSpeed = 0;// DXRando: don't move during loading/randomization/autosave + else if(DeltaTime > 0.1) GroundSpeed /= 10 * DeltaTime;// DXRando: anyone running the game at 10fps? // if we are moving or crouching, we can't lean // uncomment below line to disallow leaning during crouch diff --git a/DXRModules/DeusEx/Classes/DXRAutosave.uc b/DXRModules/DeusEx/Classes/DXRAutosave.uc index 1f449ce0d..6f49cf72e 100644 --- a/DXRModules/DeusEx/Classes/DXRAutosave.uc +++ b/DXRModules/DeusEx/Classes/DXRAutosave.uc @@ -71,7 +71,7 @@ function NeedSave() } if(autosave_combat>0 || !PawnIsInCombat(player())) { autosave_combat = 1;// we're all in on this autosave because of the player rotation - Level.LevelAction = LEVACT_Saving;// save game cleans this up when it finishes + Level.LevelAction = LEVACT_Saving; if(!set_player_pos) { set_player_pos = true; class'DynamicTeleporter'.static.CheckTeleport(player(), coords_mult); @@ -115,7 +115,7 @@ function FixPlayer(optional bool pos) { local #var(PlayerPawn) p; - if(set_player_pos) { + /*if(set_player_pos) { p=player(); if(pos) { p.SetLocation(player_pos - vect(0,0,16));// a foot lower so you don't raise up @@ -124,7 +124,7 @@ function FixPlayer(optional bool pos) p.ViewRotation = player_rot; p.Velocity = vect(0,0,0); p.Acceleration = vect(0,0,0); - } + }*/ } function Tick(float delta) @@ -139,8 +139,10 @@ function Tick(float delta) } } else if(save_timer <= 0) { - if(Level.Game.GameSpeed == 1)// TODO: figure out what's wrong with using old_game_speed instead of 1 + if(Level.Game.GameSpeed == 1) {// TODO: figure out what's wrong with using old_game_speed instead of 1 Disable('Tick'); + Level.LevelAction = LEVACT_None; + } FixPlayer(Level.Game.GameSpeed == 1); SetGameSpeed(1); } else { @@ -227,6 +229,7 @@ function doAutosave() SetGameSpeed(1);// TODO: figure out what's wrong with using old_game_speed instead of 1 class'DXRStats'.static.IncDataStorageStat(p, "DXRStats_autosaves"); p.SaveGame(saveSlot, saveName); + Level.LevelAction = LEVACT_Saving; SetGameSpeed(0); if( interruptedDL != None ) {