diff --git a/src/rendering/r_utility.cpp b/src/rendering/r_utility.cpp index 216500feb4..a72e1832bf 100644 --- a/src/rendering/r_utility.cpp +++ b/src/rendering/r_utility.cpp @@ -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.