- SW: Fix horizon of camera screens originating from changes in 09a05f354c.

This commit is contained in:
Mitch Richters 2021-10-31 11:06:13 +11:00
parent 9495b9e6d0
commit 6ca6d5639b

View file

@ -595,7 +595,6 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
SPRITEp sp = nullptr;
int camhoriz;
short w;
int dx, dy, dz, tdx, tdy, tdz, midx, midy;
@ -691,14 +690,8 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
// tag5
}
// See if there is a horizon value. 0 defaults to
// 100!
if (SP_TAG7(sp) != 0)
{
camhoriz = clamp<int>(SP_TAG7(sp), gi->playerHorizMin(), gi->playerHorizMax());
}
else
camhoriz = 0; // Default
// Set the horizon value.
auto camhoriz = q16horiz(clamp(IntToFixed(SP_TAG7(sp) - 100), gi->playerHorizMin(), gi->playerHorizMax()));
// If player is dead still then update at MoveSkip4
// rate.
@ -720,7 +713,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
}
else
{
drawroomstotile(sp->x, sp->y, sp->z, buildang(SP_TAG5(sp)), buildhoriz(camhoriz), sp->sectnum, mirror[cnt].campic, smoothratio);
drawroomstotile(sp->x, sp->y, sp->z, buildang(SP_TAG5(sp)), camhoriz, sp->sectnum, mirror[cnt].campic, smoothratio);
}
}
}