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	Battle: base Overtime Laser height on camera position instead of player object position
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					 1 changed files with 5 additions and 4 deletions
				
			
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			@ -609,6 +609,7 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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	for (i = 0; i <= r_splitscreen; i++)
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	{
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		camera_t *cam = &camera[i];
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		player_t *player = &players[displayplayers[i]];
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		fixed_t zpos;
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		SINT8 flip;
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			@ -620,13 +621,13 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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		if (player->mo->eflags & MFE_VERTICALFLIP)
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		{
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			zpos = player->mo->z + player->mo->height;
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			zpos = min(zpos + heightPadding, player->mo->ceilingz);
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			zpos = cam->z + player->mo->height;
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			zpos = min(zpos + heightPadding, cam->ceilingz);
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		}
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		else
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		{
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			zpos = player->mo->z;
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			zpos = max(zpos - heightPadding, player->mo->floorz);
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			zpos = cam->z;
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			zpos = max(zpos - heightPadding, cam->floorz);
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		}
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		flip = P_MobjFlip(player->mo);
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