_  _    __    ___  __    ___  _____  _  _
 ( \( )  /__\  / __)(  )  / __)(  _  )( \( )
  )  (  /(__)\( (__  )(__( (__  )(_)(  )  (
 (_)\_)(__)(__)\___)(____)\___)(_____)(_)\_)

The History of Hacking  ·  May 31 – June 2, 2026  ·  Carolina Beach, NC

Connect from your terminal: telnet naclconbbs.net 23  |  ssh naclconbbs.net -p 2222

  • src/doors/syncduke/Game/src/player.c src/doors/syncduke/syncduke.h syn

    From Rob Swindell (on Windows 11)@VERT to Git commit to main/sbbs/master on Sat Jun 27 03:03:33 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/c46bb552ccdf9e9b520ed29f
    Modified Files:
    src/doors/syncduke/Game/src/player.c src/doors/syncduke/syncduke.h syncduke_input.c
    Log Message:
    syncduke: responsive keyboard turning + reset input state on load

    Turning: a terminal can't hold a key and the door refreshes key-down only once per presented frame, so Duke's per-sim-tic turn-key polling produced uneven, frame-tied bursts that no key-hold slider could smooth. Drive a time-windowed continuous turn level from the arrow bytes that getinput() adds to angvel every sim-tic (player.c) -- like the door's mouse steer / SyncDOOM's steady turn. Rate
    comes from the TURN slider (small floor so 0 ~ barely turns); FAST TURN is now a
    +50% turbo. Arrows stay raw scancodes in menus for navigation.

    Load: syncduke_input_reset() (called from loadplayer) clears the sticky-crouch latch, pending key-holds, queued scancodes, and turn/look momentum, so the pre-load session's input no longer bleeds into a restored game (e.g. crouch).

    Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

    ---
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