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.
This commit is contained in:
eebrozgi 2025-06-18 14:43:31 +03:00
parent a96fe4e2d0
commit 98bacdeafe
2 changed files with 2 additions and 2 deletions

View file

@ -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)

View file

@ -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);
}
}