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Fix camera not being flipped when camera is stopped due to game design hack reasons (resolves #383).
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3 changed files with 35 additions and 17 deletions
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@ -323,6 +323,7 @@ SINT8 P_MobjFlip(mobj_t *mobj);
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fixed_t P_GetMobjGravity(mobj_t *mo);
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FUNCMATH boolean P_WeaponOrPanel(mobjtype_t type);
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void P_CalcChasePostImg(player_t *player, camera_t *thiscam);
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boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
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void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
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39
src/p_mobj.c
39
src/p_mobj.c
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@ -3724,17 +3724,10 @@ void P_DestroyRobots(void)
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}
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}
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// P_CameraThinker
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//
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// Process the mobj-ish required functions of the camera
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boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled)
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// the below is chasecam only, if you're curious. check out P_CalcPostImg in p_user.c for first person
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void P_CalcChasePostImg(player_t *player, camera_t *thiscam)
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{
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boolean itsatwodlevel = false;
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postimg_t postimg = postimg_none;
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if (twodlevel
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|| (thiscam == &camera && players[displayplayer].mo && (players[displayplayer].mo->flags2 & MF2_TWOD))
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|| (thiscam == &camera2 && players[secondarydisplayplayer].mo && (players[secondarydisplayplayer].mo->flags2 & MF2_TWOD)))
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itsatwodlevel = true;
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if (player->pflags & PF_FLIPCAM && !(player->powers[pw_carry] == CR_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
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postimg = postimg_flip;
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@ -3762,13 +3755,27 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
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postimg = postimg_heat;
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}
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if (postimg != postimg_none)
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{
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if (splitscreen && player == &players[secondarydisplayplayer])
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postimgtype2 = postimg;
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else
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postimgtype = postimg;
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}
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if (postimg == postimg_none)
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return;
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if (splitscreen && player == &players[secondarydisplayplayer])
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postimgtype2 = postimg;
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else
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postimgtype = postimg;
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}
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// P_CameraThinker
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//
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// Process the mobj-ish required functions of the camera
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boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled)
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{
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boolean itsatwodlevel = false;
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if (twodlevel
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|| (thiscam == &camera && players[displayplayer].mo && (players[displayplayer].mo->flags2 & MF2_TWOD))
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|| (thiscam == &camera2 && players[secondarydisplayplayer].mo && (players[secondarydisplayplayer].mo->flags2 & MF2_TWOD)))
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itsatwodlevel = true;
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P_CalcChasePostImg(player, thiscam);
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if (thiscam->momx || thiscam->momy)
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{
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12
src/p_user.c
12
src/p_user.c
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@ -9665,11 +9665,17 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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fixed_t f1, f2;
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// We probably shouldn't move the camera if there is no player or player mobj somehow
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if (!player || !player->mo || player->playerstate == PST_REBORN)
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if (!player || !player->mo)
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return true;
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mo = player->mo;
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if (player->playerstate == PST_REBORN)
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{
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P_CalcChasePostImg(player, thiscam);
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return true;
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}
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if (player->exiting)
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{
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if (mo->target && mo->target->type == MT_SIGN && mo->target->spawnpoint
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@ -9678,7 +9684,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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else if ((player->powers[pw_carry] == CR_NIGHTSMODE)
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&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
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&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6]))
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{
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P_CalcChasePostImg(player, thiscam);
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return true;
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}
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}
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cameranoclip = (player->powers[pw_carry] == CR_NIGHTSMODE || player->pflags & PF_NOCLIP) || (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
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@ -10419,6 +10428,7 @@ boolean P_SpectatorJoinGame(player_t *player)
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return false;
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}
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// the below is first person only, if you're curious. check out P_CalcChasePostImg in p_mobj.c for chasecam
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static void P_CalcPostImg(player_t *player)
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{
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sector_t *sector = player->mo->subsector->sector;
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