- SW: Fix automap sprite angle which was not right with unsynchronised input.

This commit is contained in:
Mitchell Richters 2023-01-05 20:59:53 +11:00
parent ba364a1cb6
commit 179ec32d5f

View file

@ -1438,7 +1438,8 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
{
if (p == screenpeek)
{
auto actor = Player[p].actor;
auto pp = &Player[p];
auto actor = pp->actor;
if (actor->vel.X > 1) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
sprisplayer = true;
@ -1457,7 +1458,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
if (spnum >= 0)
{
const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
const auto daang = -(pp->Angles.RenderAngles.Yaw - cang).Normalized360().Degrees();
auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
// This repeat scale is correct.