Fixed player sprites not showing up in chasecam mode.

This commit is contained in:
Major Cooke 2024-01-23 13:12:48 -06:00 committed by Rachael Alexanderson
parent f369cd7f6d
commit dbd6059894
1 changed files with 3 additions and 2 deletions

View File

@ -631,7 +631,7 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
else break;
}
}
if (moved) viewpoint.noviewer = true;
if (moved && !viewpoint.showviewer) viewpoint.noviewer = true;
}
//==========================================================================
@ -893,6 +893,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
{
iview->otic = nowtic;
iview->Old = iview->New;
viewpoint.noviewer = false;
}
//==============================================================================================
// Handles offsetting the camera with ChaseCam and/or viewpos.
@ -915,7 +916,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
viewpoint.noviewer = false;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.