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Have the vertical aiming focus on the signpost's z rather than continue to focus on the player even while the camera is forced to be near the signpost. (resolves #327)
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1 changed files with 2 additions and 2 deletions
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@ -10218,9 +10218,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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dist = FixedHypot(f1, f2);
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if (mo->eflags & MFE_VERTICALFLIP)
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angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player));
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angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, (sign ? sign->ceilingz : mo->z + mo->height) - P_GetPlayerHeight(player));
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else
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angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player));
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angle = R_PointToAngle2(0, thiscam->z, dist, (sign ? sign->floorz : mo->z) + P_GetPlayerHeight(player));
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if (player->playerstate != PST_DEAD)
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angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
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