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Fix undesired interpolation for regular teleport
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1 changed files with 9 additions and 16 deletions
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@ -17,6 +17,7 @@
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#include "r_state.h"
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#include "s_sound.h"
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#include "r_main.h"
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#include "r_fps.h"
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/** \brief The P_MixUp function
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@ -149,25 +150,17 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
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thing->reactiontime = TICRATE/2; // don't move for about half a second
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// absolute angle position
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if (thing == players[consoleplayer].mo)
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localangle[0] = angle;
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else if (splitscreen)
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{
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for (i = 1; i <= splitscreen; i++)
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{
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if (thing == players[displayplayers[i]].mo)
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{
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localangle[i] = angle;
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break;
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}
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}
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}
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// move chasecam at new player location
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for (i = 0; i <= splitscreen; i++)
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{
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if (thing->player == &players[displayplayers[i]] && camera[i].chase)
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P_ResetCamera(thing->player, &camera[i]);
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if (thing->player == &players[displayplayers[i]])
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{
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localangle[i] = angle;
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if (camera[i].chase)
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P_ResetCamera(thing->player, &camera[i]);
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R_ResetViewInterpolation(i + 1);
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break;
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}
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}
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// don't run in place after a teleport
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