From a0cf28671cff76b4a26eddf34bb40fd55254e3a4 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Sat, 8 Jul 2017 11:41:20 +0100 Subject: [PATCH] Remove some jankiness from spectators. --- src/p_user.c | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/src/p_user.c b/src/p_user.c index 052018c1e..0affcef5b 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -5207,16 +5207,16 @@ static void P_SpectatorMovement(player_t *player) if (!(cmd->angleturn & TICCMD_RECEIVED)) ticmiss++; - if (player->mo->z > player->mo->ceilingz - player->mo->height) - player->mo->z = player->mo->ceilingz - player->mo->height; - if (player->mo->z < player->mo->floorz) - player->mo->z = player->mo->floorz; - if (cmd->buttons & BT_JUMP) player->mo->z += FRACUNIT*16; else if (cmd->buttons & BT_USE) player->mo->z -= FRACUNIT*16; + if (player->mo->z > player->mo->ceilingz - player->mo->height) + player->mo->z = player->mo->ceilingz - player->mo->height; + if (player->mo->z < player->mo->floorz) + player->mo->z = player->mo->floorz; + // Aiming needed for SEENAMES, etc. // We may not need to fire as a spectator, but this is still handy! player->aiming = cmd->aiming<spectator) { + player->mo->eflags &= ~MFE_VERTICALFLIP; // deflip... P_SpectatorMovement(player); return; }