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Fixed player sprites not showing up in chasecam mode.
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f369cd7f6d
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1 changed files with 3 additions and 2 deletions
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@ -631,7 +631,7 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
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else break;
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}
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}
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if (moved) viewpoint.noviewer = true;
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if (moved && !viewpoint.showviewer) viewpoint.noviewer = true;
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}
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//==========================================================================
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@ -893,6 +893,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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{
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iview->otic = nowtic;
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iview->Old = iview->New;
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viewpoint.noviewer = false;
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}
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//==============================================================================================
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// Handles offsetting the camera with ChaseCam and/or viewpos.
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@ -915,7 +916,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
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iview->New.Pos = campos;
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iview->New.Angles.Yaw = camangle;
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viewpoint.noviewer = false;
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viewpoint.showviewer = true;
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// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
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// it's probably best to just reset the interpolation for this move.
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