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- SW: Fix horizon of camera screens originating from changes in 09a05f354c
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1 changed files with 3 additions and 10 deletions
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@ -595,7 +595,6 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
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SPRITEp sp = nullptr;
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int camhoriz;
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short w;
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int dx, dy, dz, tdx, tdy, tdz, midx, midy;
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@ -691,14 +690,8 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
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// tag5
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}
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// See if there is a horizon value. 0 defaults to
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// 100!
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if (SP_TAG7(sp) != 0)
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{
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camhoriz = clamp<int>(SP_TAG7(sp), gi->playerHorizMin(), gi->playerHorizMax());
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}
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else
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camhoriz = 0; // Default
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// Set the horizon value.
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auto camhoriz = q16horiz(clamp(IntToFixed(SP_TAG7(sp) - 100), gi->playerHorizMin(), gi->playerHorizMax()));
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// If player is dead still then update at MoveSkip4
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// rate.
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@ -720,7 +713,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
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}
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else
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{
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drawroomstotile(sp->x, sp->y, sp->z, buildang(SP_TAG5(sp)), buildhoriz(camhoriz), sp->sectnum, mirror[cnt].campic, smoothratio);
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drawroomstotile(sp->x, sp->y, sp->z, buildang(SP_TAG5(sp)), camhoriz, sp->sectnum, mirror[cnt].campic, smoothratio);
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}
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}
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}
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