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Don't change the viewheight when the player is dead.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3013 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Molgrum 2008-06-20 21:44:10 +00:00
parent e33bd0bff1
commit b115f8998b

View file

@ -1124,7 +1124,6 @@ void V_CalcRefdef (int pnum)
VectorCopy (cl.simorg[pnum], r_refdef.vieworg); VectorCopy (cl.simorg[pnum], r_refdef.vieworg);
r_refdef.useperspective = true; r_refdef.useperspective = true;
r_refdef.vieworg[2] += bob;
// never let it sit exactly on a node line, because a water plane can // never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it. // dissapear when viewed with the eye exactly on it.
@ -1151,7 +1150,11 @@ void V_CalcRefdef (int pnum)
if (!cl.spectator || !cl_chasecam.value) if (!cl.spectator || !cl_chasecam.value)
r_refdef.viewangles[ROLL] = 80; // dead view angle r_refdef.viewangles[ROLL] = 80; // dead view angle
} }
else
{
// v_viewheight only affects the view if the player is alive
r_refdef.vieworg[2] += bob;
}
// offsets // offsets
AngleVectors (cl.simangles[pnum], forward, right, up); AngleVectors (cl.simangles[pnum], forward, right, up);