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Split camera initialisation code from P_SetupLevel, make sure the camera has an initial subsector set!
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c7e58b7cd5
commit
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1 changed files with 38 additions and 31 deletions
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@ -2477,6 +2477,43 @@ static void P_LoadNightsGhosts(void)
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free(gpath);
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}
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static void P_SetupCamera(void)
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{
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if (players[displayplayer].mo && (server || addedtogame))
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{
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camera.x = players[displayplayer].mo->x;
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camera.y = players[displayplayer].mo->y;
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camera.z = players[displayplayer].mo->z;
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camera.angle = players[displayplayer].mo->angle;
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camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
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}
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else
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{
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mapthing_t *thing;
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switch (gametype)
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{
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case GT_MATCH:
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case GT_TAG:
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thing = deathmatchstarts[0];
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break;
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default:
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thing = playerstarts[0];
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break;
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}
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if (thing)
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{
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camera.x = thing->x;
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camera.y = thing->y;
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camera.z = thing->z;
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camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
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camera.subsector = R_PointInSubsector(camera.x, camera.y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
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}
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}
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}
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/** Loads a level from a lump or external wad.
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*
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* \param skipprecip If true, don't spawn precipitation.
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@ -2814,37 +2851,7 @@ boolean P_SetupLevel(boolean skipprecip)
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if (!dedicated)
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{
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if (players[displayplayer].mo && (server || addedtogame))
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{
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camera.x = players[displayplayer].mo->x;
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camera.y = players[displayplayer].mo->y;
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camera.z = players[displayplayer].mo->z;
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camera.angle = players[displayplayer].mo->angle;
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}
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else
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{
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mapthing_t *thing;
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switch (gametype)
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{
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case GT_MATCH:
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case GT_TAG:
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thing = deathmatchstarts[0];
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break;
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default:
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thing = playerstarts[0];
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break;
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}
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if (thing)
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{
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camera.x = thing->x;
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camera.y = thing->y;
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camera.z = thing->z;
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camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
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}
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}
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P_SetupCamera();
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if (!cv_cam_height.changed)
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CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
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