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RR: Restore old interpolations when camera is chasing actor who whacked you (idea from NY00123).
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1 changed files with 15 additions and 3 deletions
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@ -1024,9 +1024,21 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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pPlayer->opos.y + mulscale16(pPlayer->pos.y - pPlayer->opos.y, smoothRatio),
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pPlayer->opos.y + mulscale16(pPlayer->pos.y - pPlayer->opos.y, smoothRatio),
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pPlayer->opos.z + mulscale16(pPlayer->pos.z - pPlayer->opos.z, smoothRatio) };
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pPlayer->opos.z + mulscale16(pPlayer->pos.z - pPlayer->opos.z, smoothRatio) };
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CAMERA(pos) = camVect;
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CAMERA(pos) = camVect;
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CAMERA(q16ang) = pPlayer->q16ang + fix16_from_int(pPlayer->look_ang);
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CAMERA(q16horiz) = pPlayer->q16horiz + pPlayer->q16horizoff;
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if (pPlayer->wackedbyactor >= 0)
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{
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CAMERA(q16ang) = pPlayer->oq16ang
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+ mulscale16(((pPlayer->q16ang + F16(1024) - pPlayer->oq16ang) & 0x7FFFFFF) - F16(1024), smoothRatio)
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+ fix16_from_int(pPlayer->look_ang);
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CAMERA(q16horiz) = pPlayer->oq16horiz + pPlayer->oq16horizoff
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+ mulscale16((pPlayer->q16horiz + pPlayer->q16horizoff - pPlayer->oq16horiz - pPlayer->oq16horizoff), smoothRatio);
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}
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else
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{
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CAMERA(q16ang) = pPlayer->q16ang + fix16_from_int(pPlayer->look_ang);
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CAMERA(q16horiz) = pPlayer->q16horiz + pPlayer->q16horizoff;
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}
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}
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}
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if (cl_viewbob)
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if (cl_viewbob)
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