Battle: base Overtime Laser height on camera position instead of player object position

This commit is contained in:
James R 2024-01-16 02:35:32 -08:00
parent ecb20e8f64
commit 1aab476b00

View file

@ -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);