- Blood: When dead, ensure player's horizon scales to max horizon value like before (old horizon was based on 0, not 100, so 100+120 is gi->playerHorizMax().

This commit is contained in:
Mitchell Richters 2020-09-22 22:52:17 +10:00
parent ac635ebd0f
commit 639ad46af1

View file

@ -1364,7 +1364,7 @@ void ProcessInput(PLAYER *pPlayer)
} }
pPlayer->deathTime += 4; pPlayer->deathTime += 4;
if (!bSeqStat) if (!bSeqStat)
playerAddHoriz(&pPlayer->q16horiz, &pPlayer->horizAdjust, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120)) - pPlayer->q16horiz)); playerAddHoriz(&pPlayer->q16horiz, &pPlayer->horizAdjust, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), gi->playerHorizMax()) - pPlayer->q16horiz));
if (pPlayer->curWeapon) if (pPlayer->curWeapon)
pInput->setNewWeapon(pPlayer->curWeapon); pInput->setNewWeapon(pPlayer->curWeapon);
if (pInput->actions & SB_OPEN) if (pInput->actions & SB_OPEN)