SW: Use the old interpolation path in drawscreen if player is dead

# Conflicts:
#	source/sw/src/draw.cpp
This commit is contained in:
NY00123 2020-04-11 11:26:06 +03:00 committed by Christoph Oelckers
parent 1ce4081d37
commit 43ec16eb55

View file

@ -2009,8 +2009,8 @@ drawscreen(PLAYERp pp)
tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio); tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio); ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio); tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
if (PEDANTIC_MODE ||
if (!TEST(pp->Flags, PF_DEAD)) pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
{ {
tq16ang = camerapp->q16ang; tq16ang = camerapp->q16ang;
tq16horiz = camerapp->q16horiz; tq16horiz = camerapp->q16horiz;