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Fix being able to start flipped in time trials
This fixes a regression where you're able to start flipped by restarting and then holding ACTION. This happens because when the game resets all variables, it turns hascontrol back on (because of hardreset()). However, this is handled in the input function, and it's handled before player input is handled, so the player is able to get 1 frame of being able to flip after a time trial resets. Why didn't this happen in 2.2? Because resetplayer() in 2.2 would set lifeseq to 10, as if the player had died. However, this is inconsistent, because loading in to the game for the first time would not result in a lifeseq of 10. So, in 2.2, restarting the time trial would remove that 1 frame of being able to flip because of lifeseq, while 2.3 doesn't set lifeseq because the player hasn't died. I could have fixed this by setting lifeseq in the time trial restart code, but I decided to just set hascontrol to false instead. Fixes #770.
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@ -1950,6 +1950,7 @@ void gameinput(void)
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script.startgamemode(game.timetriallevel + 3);
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game.deathseq = -1;
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game.completestop = false;
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game.hascontrol = false;
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}
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//Returning to editor mode must always be possible
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