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

This commit is contained in:
NY00123 2020-04-11 11:26:06 +03:00 committed by Christoph Oelckers
parent 701b33da0d
commit 820e9ef5f9

View file

@ -2013,7 +2013,8 @@ 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 (PEDANTIC_MODE ||
pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
{ {
tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio); tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio); tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);