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- SW: fixed viewpoint interpolation
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1 changed files with 3 additions and 3 deletions
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@ -1374,9 +1374,9 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
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else
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camerapp = pp;
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tx = int(interpolatedvalue(camerapp->opos.X, camerapp->pos.X, sr) * worldtoint);
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ty = int(interpolatedvalue(camerapp->opos.Y, camerapp->pos.Y, sr) * worldtoint);
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tz = int(interpolatedvalue(camerapp->opos.Z, camerapp->pos.Z, sr) * zworldtoint);
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tx = int(interpolatedvaluef(camerapp->opos.X, camerapp->pos.X, smoothratio) * worldtoint);
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ty = int(interpolatedvaluef(camerapp->opos.Y, camerapp->pos.Y, smoothratio) * worldtoint);
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tz = int(interpolatedvaluef(camerapp->opos.Z, camerapp->pos.Z, smoothratio) * zworldtoint);
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// Interpolate the player's angle while on a sector object, just like VoidSW.
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// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
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