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- SW: Remove getViewHeightDiff()
call in player sprite draw code.
* I added this when removing the player's pos vector in lieu of the sprite vector to further smooth out the sprite's Z in chase cam mode, but it just doesn't look good.
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3 changed files with 2 additions and 7 deletions
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@ -781,7 +781,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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if (pp->Flags & (PF_VIEW_FROM_OUTSIDE))
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tsp->cstat |= (CSTAT_SPRITE_TRANSLUCENT);
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auto pos = pp->si.plusZ(tsp->pos.Z + pp->getViewHeightDiff());
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auto pos = pp->si.plusZ(tsp->pos.Z);
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if (pp->Flags & (PF_CLIMBING))
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{
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@ -1892,11 +1892,6 @@ struct PLAYER
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uint8_t WpnReloadState;
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double getViewHeightDiff()
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{
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return actor->viewzoffset + height;
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}
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void posZset(const double val)
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{
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actor->spr.pos.Z = val - actor->viewzoffset;
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@ -1485,7 +1485,7 @@ void DoPlayerSetWadeDepth(PLAYER* pp)
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void DoPlayerViewOffset(PLAYER* pp)
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{
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pp->actor->viewzoffset -= pp->getViewHeightDiff() * 0.375;
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pp->actor->viewzoffset -= (pp->actor->viewzoffset + pp->height) * 0.375;
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}
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void DoPlayerHeight(PLAYER* pp)
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