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game.cpp: fix issue where tilt angle was not being reset to 0 at times when it should have been disabled
git-svn-id: https://svn.eduke32.com/eduke32@7732 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 14 additions and 5 deletions
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@ -757,6 +757,8 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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CAMERA(q16ang) = fix16_from_int(actor[ud.camerasprite].tempang
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+ mulscale16(((pSprite->ang + 1024 - actor[ud.camerasprite].tempang) & 2047) - 1024, smoothRatio));
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renderSetRollAngle(0);
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int const noDraw = VM_OnEventWithReturn(EVENT_DISPLAYROOMSCAMERA, ud.camerasprite, playerNum, 0);
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if (noDraw != 1) // event return values other than 0 and 1 are reserved
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@ -892,17 +894,24 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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renderSetAspect(mulscale16(oviewingrange, vRange >> 1), yxaspect);
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}
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}
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else if (videoGetRenderMode() >= REND_POLYMOST && (ud.screen_tilting
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else if (videoGetRenderMode() >= REND_POLYMOST)
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{
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if (ud.screen_tilting
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#ifdef SPLITSCREEN_MOD_HACKS
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&& !g_fakeMultiMode
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#endif
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))
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)
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{
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#ifdef USE_OPENGL
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renderSetRollAngle(pPlayer->orotscrnang + mulscale16(((pPlayer->rotscrnang - pPlayer->orotscrnang + 1024)&2047)-1024, smoothRatio));
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#endif
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pPlayer->orotscrnang = pPlayer->rotscrnang;
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}
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else
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{
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renderSetRollAngle(0);
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}
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}
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if (pPlayer->newowner < 0)
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{
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