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- fixed: Angular interpolation needs to call deltaangle instead of using the difference between two angles to avoid overflow conditions.
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1 changed files with 2 additions and 2 deletions
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@ -673,8 +673,8 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
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}
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}
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else
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else
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{
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{
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ViewPitch = (iview->Old.Angles.Pitch + (iview->New.Angles.Pitch - iview->Old.Angles.Pitch) * Frac).Normalized180();
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ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
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ViewAngle = (oviewangle + (nviewangle - oviewangle) * Frac).Normalized180();
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ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
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}
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}
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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