Don't make player transparent if the orbital camera is looking straight down

This commit is contained in:
James R 2020-01-08 20:49:38 -08:00
parent 4d8c916ca1
commit 0f8c736188

View file

@ -10293,7 +10293,13 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
vy = player->awayviewmobj->y;
}
if (P_AproxDistance(vx - mo->x, vy - mo->y) < FixedMul(48*FRACUNIT, mo->scale))
/*
When the orbital camera looks straight down, its distance
will be very close to the player. So give it a threshold...
*/
if (( !( camorbit && rendermode == render_opengl ) ||
focusaiming < ANGLE_90 || focusaiming > ANGLE_292h ) &&
P_AproxDistance(vx - mo->x, vy - mo->y) < FixedMul(48*FRACUNIT, mo->scale))
mo->flags2 |= MF2_SHADOW;
else
mo->flags2 &= ~MF2_SHADOW;