diff --git a/src/p_spec.c b/src/p_spec.c index ca923d809..713dc2719 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -9666,7 +9666,7 @@ void P_DoQuakeOffset(UINT8 view, mappoint_t *viewPos, mappoint_t *offset) // For 2p SPLITSCREEN SPECIFICALLY: // The view is pretty narrow, so move it back 1/4th of the way towards default camera height. else - maxShake = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*3 + cv_cam_height[view].value)/4, mapobjectscale) * 3 / 4; + maxShake = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*5 + cv_cam_height[view].value)/6, mapobjectscale) * 3 / 4; } if (battle) diff --git a/src/p_user.c b/src/p_user.c index a7753235e..78b0d17c8 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -3386,7 +3386,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall // The view is pretty narrow, so move it back 1/4th of the way towards default camera height. else { // CONS_Printf( "Camera values: %f / %f / %f \n", FixedToFloat(mapheaderinfo[gamemap-1]->cameraHeight), FixedToFloat(cv_cam_height[num].value), FixedToFloat(cameraScale) ); - camheight = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*3 + cv_cam_height[num].value)/4, cameraScale); + camheight = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*5 + cv_cam_height[num].value)/6, cameraScale); } }