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Visibility improvement
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1 changed files with 8 additions and 0 deletions
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@ -7786,9 +7786,17 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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dist = FixedHypot(f1, f2);
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dist = FixedHypot(f1, f2);
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if (mo->eflags & MFE_VERTICALFLIP)
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player));
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angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player));
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if (thiscam->pitch < ANGLE_180 && thiscam->pitch > angle)
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angle = thiscam->pitch;
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}
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else
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else
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{
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angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player));
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angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player));
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if (thiscam->pitch >= ANGLE_180 && thiscam->pitch < angle)
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angle = thiscam->pitch;
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}
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if (player->playerstate != PST_DEAD && !((player->pflags & PF_NIGHTSMODE) && player->exiting))
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if (player->playerstate != PST_DEAD && !((player->pflags & PF_NIGHTSMODE) && player->exiting))
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angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
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angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
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