From 1aab476b00d9238a9b82416d63aead1ff5267be9 Mon Sep 17 00:00:00 2001 From: James R Date: Tue, 16 Jan 2024 02:35:32 -0800 Subject: [PATCH] Battle: base Overtime Laser height on camera position instead of player object position --- src/k_battle.c | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/k_battle.c b/src/k_battle.c index e6a971163..ce5b3db37 100644 --- a/src/k_battle.c +++ b/src/k_battle.c @@ -609,6 +609,7 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale) for (i = 0; i <= r_splitscreen; i++) { + camera_t *cam = &camera[i]; player_t *player = &players[displayplayers[i]]; fixed_t zpos; SINT8 flip; @@ -620,13 +621,13 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale) if (player->mo->eflags & MFE_VERTICALFLIP) { - zpos = player->mo->z + player->mo->height; - zpos = min(zpos + heightPadding, player->mo->ceilingz); + zpos = cam->z + player->mo->height; + zpos = min(zpos + heightPadding, cam->ceilingz); } else { - zpos = player->mo->z; - zpos = max(zpos - heightPadding, player->mo->floorz); + zpos = cam->z; + zpos = max(zpos - heightPadding, cam->floorz); } flip = P_MobjFlip(player->mo);