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Splitscreen flatmap camera height 3/4 -> 5/6
The camera tilting upwards in motion was a bigger deal than I originally noticed; splitscreen camera height adjusted accordingly.
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2 changed files with 2 additions and 2 deletions
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@ -9666,7 +9666,7 @@ void P_DoQuakeOffset(UINT8 view, mappoint_t *viewPos, mappoint_t *offset)
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// For 2p SPLITSCREEN SPECIFICALLY:
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// For 2p SPLITSCREEN SPECIFICALLY:
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// The view is pretty narrow, so move it back 1/4th of the way towards default camera height.
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// The view is pretty narrow, so move it back 1/4th of the way towards default camera height.
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else
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else
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maxShake = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*3 + cv_cam_height[view].value)/4, mapobjectscale) * 3 / 4;
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maxShake = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*5 + cv_cam_height[view].value)/6, mapobjectscale) * 3 / 4;
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}
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}
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if (battle)
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if (battle)
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@ -3386,7 +3386,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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// The view is pretty narrow, so move it back 1/4th of the way towards default camera height.
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// The view is pretty narrow, so move it back 1/4th of the way towards default camera height.
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else {
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else {
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// CONS_Printf( "Camera values: %f / %f / %f \n", FixedToFloat(mapheaderinfo[gamemap-1]->cameraHeight), FixedToFloat(cv_cam_height[num].value), FixedToFloat(cameraScale) );
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// CONS_Printf( "Camera values: %f / %f / %f \n", FixedToFloat(mapheaderinfo[gamemap-1]->cameraHeight), FixedToFloat(cv_cam_height[num].value), FixedToFloat(cameraScale) );
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camheight = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*3 + cv_cam_height[num].value)/4, cameraScale);
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camheight = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*5 + cv_cam_height[num].value)/6, cameraScale);
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}
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}
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}
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}
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