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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
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1 changed files with 5 additions and 2 deletions
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@ -1124,7 +1124,6 @@ void V_CalcRefdef (int pnum)
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VectorCopy (cl.simorg[pnum], r_refdef.vieworg);
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VectorCopy (cl.simorg[pnum], r_refdef.vieworg);
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r_refdef.useperspective = true;
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r_refdef.useperspective = true;
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r_refdef.vieworg[2] += bob;
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// never let it sit exactly on a node line, because a water plane can
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// never let it sit exactly on a node line, because a water plane can
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// dissapear when viewed with the eye exactly on it.
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// dissapear when viewed with the eye exactly on it.
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@ -1151,7 +1150,11 @@ void V_CalcRefdef (int pnum)
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if (!cl.spectator || !cl_chasecam.value)
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if (!cl.spectator || !cl_chasecam.value)
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r_refdef.viewangles[ROLL] = 80; // dead view angle
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r_refdef.viewangles[ROLL] = 80; // dead view angle
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}
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}
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else
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{
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// v_viewheight only affects the view if the player is alive
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r_refdef.vieworg[2] += bob;
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}
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// offsets
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// offsets
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AngleVectors (cl.simangles[pnum], forward, right, up);
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AngleVectors (cl.simangles[pnum], forward, right, up);
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