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Disable camera lookback during loops.
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1 changed files with 5 additions and 2 deletions
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@ -3193,6 +3193,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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sonicloopcamvars_t *loop = &player->loop.camera;
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sonicloopcamvars_t *loop = &player->loop.camera;
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tic_t loop_out = leveltime - loop->enter_tic;
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tic_t loop_out = leveltime - loop->enter_tic;
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tic_t loop_in = max(leveltime, loop->exit_tic) - loop->exit_tic;
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tic_t loop_in = max(leveltime, loop->exit_tic) - loop->exit_tic;
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boolean affected_by_loop = (loop_out <=
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(loop->zoom_in_speed + loop->zoom_out_speed) && leveltime > introtime);
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thiscam->old_x = thiscam->x;
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thiscam->old_x = thiscam->x;
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thiscam->old_y = thiscam->y;
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thiscam->old_y = thiscam->y;
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@ -3406,8 +3408,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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}
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}
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else if (player->exiting) // SRB2Kart: Leave the camera behind while exiting, for dramatic effect!
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else if (player->exiting) // SRB2Kart: Leave the camera behind while exiting, for dramatic effect!
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camstill = true;
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camstill = true;
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else if (lookback || lookbackdelay[num]) // SRB2kart - Camera flipper
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else if ((lookback || lookbackdelay[num]) && !affected_by_loop)
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{
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{
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// SRB2Kart -- Camera flip when looking backwards
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#define MAXLOOKBACKDELAY 2
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#define MAXLOOKBACKDELAY 2
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camspeed = FRACUNIT;
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camspeed = FRACUNIT;
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if (lookback)
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if (lookback)
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@ -3622,7 +3625,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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thiscam->momx = x - thiscam->x;
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thiscam->momx = x - thiscam->x;
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thiscam->momy = y - thiscam->y;
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thiscam->momy = y - thiscam->y;
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if (lookback && lookbackdelay[num]) {
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if (lookback && lookbackdelay[num] && !affected_by_loop) {
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// when looking back, camera's momentum
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// when looking back, camera's momentum
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// should inherit the momentum of the player
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// should inherit the momentum of the player
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// plus extra
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// plus extra
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