- fixed typo in line portal interpolation path calculation.

This commit is contained in:
Christoph Oelckers 2016-04-02 09:58:56 +02:00
parent 96a02f922d
commit b3659305ce

View file

@ -2220,7 +2220,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
// so that the renderer can properly calculate an interpolated position along the movement path. // so that the renderer can properly calculate an interpolated position along the movement path.
if (thing == players[consoleplayer].camera) if (thing == players[consoleplayer].camera)
{ {
divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.Y, besthit.Refpos.Y - besthit.Oldrefpos.Y }; divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.X, besthit.Refpos.Y - besthit.Oldrefpos.Y };
DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. }; DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. };
R_AddInterpolationPoint(hit); R_AddInterpolationPoint(hit);