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- SW: Try to fix up the camera drawing a bit.
* Slight pitch adjustment, plus factoring in that values of 0 constituted 100 under original game. * View screens in game are not actually 1:1 AR but 1.12:1
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1 changed files with 3 additions and 3 deletions
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@ -594,7 +594,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
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}
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// Set the horizon value.
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auto camhoriz = maphoriz(100 - SP_TAG7(camactor));
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auto camhoriz = SP_TAG7(camactor);
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// If player is dead still then update at MoveSkip4
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// rate.
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@ -603,7 +603,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
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// Set up the tile for drawing
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TileFiles.MakeCanvas(mirror[cnt].campic, 128, 128);
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TileFiles.MakeCanvas(mirror[cnt].campic, 128, 114);
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{
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if (dist < MAXCAMDIST)
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@ -616,7 +616,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
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}
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else
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{
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drawroomstotile(camactor->spr.pos, camactor->user.sang, camhoriz, camactor->sector(), mirror[cnt].campic, smoothratio);
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drawroomstotile(camactor->spr.pos, camactor->user.sang, maphoriz(150 - (camhoriz == 0 ? 100 : camhoriz)), camactor->sector(), mirror[cnt].campic, smoothratio);
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}
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}
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}
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