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Make first-person and directionchar-off work as expected
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parent
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1 changed files with 3 additions and 3 deletions
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@ -1374,7 +1374,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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cmd->angleturn = (INT16)(*myangle >> 16);
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// Adjust camera angle by player input
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if (!forcestrafe && !turnheld[forplayer] && !player->climbing)
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if (!forcestrafe && camera.chase && !turnheld[forplayer] && !player->climbing)
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{
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fixed_t camadjustfactor = cv_cam_turnfacinginput[forplayer].value; //@TODO cvar
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@ -1382,7 +1382,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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*myangle -= cmd->sidemove * 50 * camadjustfactor;
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}
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if (abilitydirection && !player->climbing && !forcestrafe)
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if (abilitydirection && camera.chase && !player->climbing && !forcestrafe && (player->pflags & PF_DIRECTIONCHAR))
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{
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if (cmd->forwardmove || cmd->sidemove)
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{
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@ -1400,7 +1400,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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// Adjust camera angle to face player direction, depending on circumstances
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// Nothing happens if cam left/right are held, so you can hold both to lock the camera in one direction
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if (!forcestrafe && !turnheld[forplayer])
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if (!forcestrafe && camera.chase && !turnheld[forplayer])
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{
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fixed_t camadjustfactor;
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