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Attempt to make splitscreen's camtilt better
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2 changed files with 4 additions and 2 deletions
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@ -7503,11 +7503,13 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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}
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pitch = thiscam->pitch + (angle_t)FixedMul(pitch - thiscam->pitch, camspeed/4);
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if (rendermode == render_opengl)
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if (rendermode == render_opengl && !cv_grshearing.value)
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distxy = FixedMul(dist, FINECOSINE((pitch>>ANGLETOFINESHIFT) & FINEMASK));
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else
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distxy = dist;
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distz = -FixedMul(dist, FINESINE((pitch>>ANGLETOFINESHIFT) & FINEMASK));
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if (splitscreen == 1) // 2 player is weird, this helps keep players on screen
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distz = 3*distz/5;
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x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
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y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
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@ -833,7 +833,7 @@ static void R_SetupFreelook(void)
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// clip it in the case we are looking a hardware 90 degrees full aiming
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// (lmps, network and use F12...)
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G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
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dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH;
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dy = AIMINGTODY(aimingangle) * viewheight/BASEVIDHEIGHT;
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yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)];
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}
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centery = (viewheight/2) + dy;
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