Here's my progress on making demoplayback camera less shit. I know what probably needs to be done to make it thorough is to replace all the consoleplayer stuff with displayplayer stuff in demoplayback, but don't feel like doing that right now.

This commit is contained in:
toaster 2018-09-23 19:55:46 +01:00
parent 8bc1a217fe
commit abfbde82f4
2 changed files with 4 additions and 5 deletions

View file

@ -8349,6 +8349,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
angle = thiscam->angle;
else if (leveltime < starttime)
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
else if (demoplayback)
angle = players[consoleplayer].cmd.angleturn<<16;
else
{
angle_t input = focusangle + FixedAngle(camrotate<<FRACBITS) - thiscam->angle;
@ -8361,9 +8363,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
input = InvAngle(input);
angle = thiscam->angle + input;
if (demoplayback && player == &players[consoleplayer])
localangle = angle;
}
if (!resetcalled && (leveltime > starttime)

View file

@ -857,7 +857,7 @@ void R_SkyboxFrame(player_t *player)
{
aimingangle = player->aiming;
viewangle = player->mo->angle;
if (!demoplayback && player->playerstate != PST_DEAD)
if (/*!demoplayback && */player->playerstate != PST_DEAD)
{
if (player == &players[consoleplayer])
{
@ -1136,7 +1136,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
aimingangle = player->aiming;
viewangle = viewmobj->angle;
if (!demoplayback && player->playerstate != PST_DEAD)
if (/*!demoplayback && */player->playerstate != PST_DEAD)
{
if (player == &players[consoleplayer])
{