From 6594ec075095c525ef03cbea4fb2c8c0b7cbb05d Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 1 Dec 2022 20:01:41 +1100 Subject: [PATCH] - Remove local angle truncation in `R_InterpolateView()`. * Genuinely see no need for this. If the local angle is BAM, why not just use it to its maximum precision? --- src/rendering/r_utility.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/rendering/r_utility.cpp b/src/rendering/r_utility.cpp index c3f3d3b52e..6572d4ed75 100644 --- a/src/rendering/r_utility.cpp +++ b/src/rendering/r_utility.cpp @@ -528,8 +528,8 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr (!netgame || !cl_noprediction) && !LocalKeyboardTurner) { - viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle & 0xFFFF0000)).Normalized180(); - DAngle delta = player->centering ? nullAngle : DAngle::fromBam(int(LocalViewPitch & 0xFFFF0000)); + viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle)).Normalized180(); + DAngle delta = player->centering ? nullAngle : DAngle::fromBam(LocalViewPitch); viewpoint.Angles.Pitch = clamp((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch); viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180(); }