diff --git a/source/games/exhumed/src/view.cpp b/source/games/exhumed/src/view.cpp index 09ce0d361..d231b4aa5 100644 --- a/source/games/exhumed/src/view.cpp +++ b/source/games/exhumed/src/view.cpp @@ -45,7 +45,6 @@ int16_t nQuake[kMaxPlayers] = { 0 }; int nChunkTotal = 0; DAngle nCameraa; -fixedhoriz nCamerapan; int nViewTop; bool bCamera = false; @@ -182,7 +181,7 @@ void DrawView(double smoothRatio, bool sceneonly) int nEnemyPal = -1; sectortype* pSector = nullptr; DAngle nAngle, rotscrnang; - fixedhoriz pan = {}; + fixedhoriz nCamerapan; DoInterpolations(smoothRatio * (1. / MaxSmoothRatio)); @@ -224,13 +223,13 @@ void DrawView(double smoothRatio, bool sceneonly) if (!SyncInput()) { - pan = PlayerList[nLocalPlayer].horizon.sum(); + nCamerapan = PlayerList[nLocalPlayer].horizon.sum(); nAngle = PlayerList[nLocalPlayer].angle.sum(); rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang; } else { - pan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio); + nCamerapan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio); nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio * (1. / MaxSmoothRatio)); rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio * (1. / MaxSmoothRatio)); } @@ -245,14 +244,14 @@ void DrawView(double smoothRatio, bool sceneonly) pPlayerActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } - pan = q16horiz(clamp(pan.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); + nCamerapan = q16horiz(clamp(nCamerapan.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); } nCameraa = nAngle; if (nSnakeCam >= 0 && !sceneonly) { - pan = q16horiz(0); + nCamerapan = q16horiz(0); } else { @@ -262,10 +261,10 @@ void DrawView(double smoothRatio, bool sceneonly) if (bCamera) { nCamera.Z -= 10; - if (!calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, pan, smoothRatio)) + if (!calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, nCamerapan, smoothRatio)) { nCamera.Z += 10; - calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, pan, smoothRatio); + calcChaseCamPos(nCamera, pPlayerActor, &pSector, nAngle, nCamerapan, smoothRatio); } } } @@ -275,8 +274,6 @@ void DrawView(double smoothRatio, bool sceneonly) nCamera.Z = min(max(nCamera.Z, pSector->ceilingz + 1), pSector->floorz - 1); // std::clamp may fail on this one if sectors are closed. } - nCamerapan = pan; - if (nFreeze == 2 || nFreeze == 1) { nSnakeCam = -1; @@ -428,7 +425,6 @@ void SerializeView(FSerializer& arc) ("touchfloor", bTouchFloor) ("chunktotal", nChunkTotal) ("cameraa", nCameraa) - ("camerapan", nCamerapan) ("camera", bCamera) .Array("vertpan", dVertPan, countof(dVertPan)) .Array("quake", nQuake, countof(nQuake))