It zooms out, pans to the side and toward the player.
Loop Center thing:
- arg2: zoom-out speed in tics (zooms out when entering the loop)
- arg3: zoom-in speed in tics (zooms in when exiting the loop)
- arg4: zoom-out distance in fracunits (multiply by 65536)
- arg5: angle to pan to the side of the loop in degrees fracunits (multiply by 65536)
- This will be flipped depending on where the camera was
facing before entering the loop.
- arg6: panning speed in degrees fracunits (multiply by 65536)
- arg7: panning acceleration in tics (camera gradually pans to side of loop)
- arg8: panning deceleration in tics (camera gradually pans back to normal)
Large enough momentum will still position the player
beyond the loop radius initially. This is intentional so
that there is no jerk when entering the loop. Without
a more sophisticated algorithm to revolve asymmetrically,
this is the best I can do. The player is guaranteed to
exit at the correct position, though.
- Players moving into a gate with a lot of momentum would
offset the origin point from its intended position
- Find intersection of player movement and gate
- Correct origin point between loop entry and exit by
interpolating the difference between player position on
entry and intersection point