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sw/src/draw.cpp:drawscreen: Removing the check that pp->sop_control
is non-null seems to resolve the newly introduced interpolation issue for looking up/down while controlling a sector object. We can also remove the PF_DEAD test, since game.cpp:getinput should lock any kind of aiming. src/src/game.cpp:getinput: We now, however, need to further lock turning here while controlling a sector object.
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parent
4c73c11255
commit
8e9130c31a
2 changed files with 2 additions and 3 deletions
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@ -2013,8 +2013,7 @@ drawscreen(PLAYERp pp)
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tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
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ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
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tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
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if (PedanticMode || pp->sop_control ||
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pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
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if (PedanticMode)
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{
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tq16ang = camerapp->oq16ang + mulscale16(NORM_Q16ANGLE(camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) - fix16_from_int(1024), smoothratio);
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tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);
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@ -3288,7 +3288,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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}
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else if (!TEST(pp->Flags, PF_DEAD))
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{
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if (!TEST(pp->Flags, PF_CLIMBING))
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if (!TEST(pp->Flags, PF_CLIMBING) && !pp->sop_control)
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DoPlayerTurn(pp, &pp->camq16ang, q16angvel);
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DoPlayerHorizon(pp, &pp->camq16horiz, q16aimvel);
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}
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