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- Exhumed: Fix ramses/spirit head issues in DoSpiritHead()
and clamp horizon in draw code in case for whatever reason (like before) we exceed the game's defined bounds.
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2 changed files with 4 additions and 1 deletions
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@ -25,6 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "aistuff.h"
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#include "player.h"
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#include "mapinfo.h"
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#include "ps_input.h"
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BEGIN_PS_NS
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@ -209,7 +210,7 @@ void DoSpiritHead()
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{
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static short dimSectCount = 0;
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PlayerList[0].q16horiz += PlayerList[0].q16horiz / 4;
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sPlayerInput[0].actions |= SB_CENTERVIEW;
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TileFiles.InvalidateTile(kTileRamsesWorkTile);
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int totalclock = leveltime * 4;
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@ -348,6 +348,8 @@ void DrawView(double smoothRatio, bool sceneonly)
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viewz = playerZ;
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}
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pan = clamp(pan, gi->playerHorizMin(), gi->playerHorizMax());
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nCamerax = playerX;
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nCameray = playerY;
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nCameraz = playerZ;
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