diff --git a/src/p_user.c b/src/p_user.c index 992a47d40..5c3476b45 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -8154,15 +8154,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall pviewheight = FixedMul(cv_viewheight.value<scale); - if (!(player->pflags & PF_NIGHTSMODE && player->exiting)) // I never liked how the camera moved with the player. - { - if (mo->eflags & MFE_VERTICALFLIP) - z = mo->z + mo->height - pviewheight - camheight; - else - z = mo->z + pviewheight + camheight; - } + if (mo->eflags & MFE_VERTICALFLIP) + z = mo->z + mo->height - pviewheight - camheight; else - z = thiscam->z; + z = mo->z + pviewheight + camheight; // move camera down to move under lower ceilings newsubsec = R_IsPointInSubsector(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1)); @@ -8419,17 +8414,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall f2 = viewpointy-thiscam->y; dist = FixedHypot(f1, f2); - if (!(player->pflags & PF_NIGHTSMODE && player->exiting)) // Ditto. - { - if (mo->eflags & MFE_VERTICALFLIP) - angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player)); - else - angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player)); - if (player->playerstate != PST_DEAD) - angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;' - } + if (mo->eflags & MFE_VERTICALFLIP) + angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player)); else - angle = 0; + angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player)); + if (player->playerstate != PST_DEAD) + angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;' if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still... {