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- Null the roll angle used for weapon drawing when looking left/right and with Blood's delirium for now.
* Intended to make the look left/right keys better, but doesn't work properly for weapons made up of layered parts of varying sizes. * Fixes #879.
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2 changed files with 5 additions and 2 deletions
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@ -65,8 +65,8 @@ struct PlayerAngles
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}
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auto getWeaponOffsets(const double interpfrac)
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{
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// Push the Y down a bit since the weapon is at the edge of the screen.
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auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.;
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// Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now.
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auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.; offsets.second = nullAngle;
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return offsets;
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}
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@ -112,6 +112,9 @@ void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, dou
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{
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if (gViewPos == 0)
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{
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// Nullify incoming roll angle for now as it doesn't draw weapons made up of parts correctly.
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angle = nullAngle;
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auto cXY = DVector2(160, 220) + pPlayer->Angles.getWeaponOffsets(interpfrac).first;
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if (cl_weaponsway)
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