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simplify this and make its own function P_ResetLocalCamAiming
no more if else and weird checks c:
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9ecc4682a1
commit
cf14f285a3
2 changed files with 17 additions and 18 deletions
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@ -150,6 +150,7 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
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void P_SlideCameraMove(camera_t *thiscam);
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void P_DemoCameraMovement(camera_t *cam);
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boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
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void P_ResetLocalCamAiming(player_t *player);
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void P_InitCameraCmd(void);
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boolean P_PlayerInPain(player_t *player);
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void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
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34
src/p_user.c
34
src/p_user.c
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@ -8005,6 +8005,18 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
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}
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void P_ResetLocalCamAiming(player_t *player)
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{
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for (int i = 0; i <= splitscreen; i++)
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{
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UINT8 id = (i == 0) ? consoleplayer : displayplayers[i];
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if (player - players == id)
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{
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localaiming[i] = 0;
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}
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}
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}
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boolean P_SpectatorJoinGame(player_t *player)
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{
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// Team changing isn't allowed.
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@ -8055,15 +8067,8 @@ boolean P_SpectatorJoinGame(player_t *player)
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player->ctfteam = changeto;
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player->playerstate = PST_REBORN;
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//center camera if its not already
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if ((P_IsLocalPlayer(player)) && player == &players[consoleplayer] && localaiming[0] != 0)
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localaiming[0] = 0;
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else if ((P_IsLocalPlayer(player)) && player == &players[displayplayers[1]] && localaiming[1] != 0)
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localaiming[1] = 0;
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else if ((P_IsLocalPlayer(player)) && player == &players[displayplayers[2]] && localaiming[2] != 0)
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localaiming[2] = 0;
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else if ((P_IsLocalPlayer(player)) && player == &players[displayplayers[3]] && localaiming[3] != 0)
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localaiming[3] = 0;
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//center camera
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P_ResetLocalCamAiming(player);
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//Reset away view
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if (P_IsLocalPlayer(player) && displayplayers[0] != consoleplayer)
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@ -8089,15 +8094,8 @@ boolean P_SpectatorJoinGame(player_t *player)
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player->kartstuff[k_spectatewait] = 0;
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player->playerstate = PST_REBORN;
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//center camera if its not already
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if ((P_IsLocalPlayer(player)) && player == &players[consoleplayer] && localaiming[0] != 0)
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localaiming[0] = 0;
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else if ((P_IsLocalPlayer(player)) && player == &players[displayplayers[1]] && localaiming[1] != 0)
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localaiming[1] = 0;
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else if ((P_IsLocalPlayer(player)) && player == &players[displayplayers[2]] && localaiming[2] != 0)
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localaiming[2] = 0;
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else if ((P_IsLocalPlayer(player)) && player == &players[displayplayers[3]] && localaiming[3] != 0)
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localaiming[3] = 0;
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//center camera
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P_ResetLocalCamAiming(player);
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//Reset away view
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if (P_IsLocalPlayer(player) && displayplayers[0] != consoleplayer)
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