From 179ec32d5f07680d40ccae315b92ed6d75649cb4 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 5 Jan 2023 20:59:53 +1100 Subject: [PATCH] - SW: Fix automap sprite angle which was not right with unsynchronised input. --- source/games/sw/src/draw.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index ce7624682..3e6ae490c 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1438,7 +1438,8 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, { if (p == screenpeek) { - auto actor = Player[p].actor; + auto pp = &Player[p]; + auto actor = pp->actor; if (actor->vel.X > 1) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3); sprisplayer = true; @@ -1457,7 +1458,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, if (spnum >= 0) { - const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees(); + const auto daang = -(pp->Angles.RenderAngles.Yaw - cang).Normalized360().Degrees(); auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim); // This repeat scale is correct.