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Don't make player transparent if the orbital camera is looking straight down
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1 changed files with 7 additions and 1 deletions
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@ -10293,7 +10293,13 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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vy = player->awayviewmobj->y;
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}
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if (P_AproxDistance(vx - mo->x, vy - mo->y) < FixedMul(48*FRACUNIT, mo->scale))
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/*
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When the orbital camera looks straight down, its distance
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will be very close to the player. So give it a threshold...
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*/
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if (( !( camorbit && rendermode == render_opengl ) ||
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focusaiming < ANGLE_90 || focusaiming > ANGLE_292h ) &&
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P_AproxDistance(vx - mo->x, vy - mo->y) < FixedMul(48*FRACUNIT, mo->scale))
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mo->flags2 |= MF2_SHADOW;
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else
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mo->flags2 &= ~MF2_SHADOW;
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