Actually fix F12 issues

This commit is contained in:
lachwright 2019-12-07 02:27:48 +08:00
parent e7574957bc
commit 4a26aec031
1 changed files with 6 additions and 9 deletions

View File

@ -3790,21 +3790,18 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
dummy.z = thiscam->z; dummy.z = thiscam->z;
dummy.height = thiscam->height; dummy.height = thiscam->height;
if (!resetcalled && !(player->pflags & PF_NOCLIP) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead. if (!resetcalled && !(player->pflags & PF_NOCLIP) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead.
{
P_ResetCamera(player, thiscam); P_ResetCamera(player, thiscam);
resetcalled = true; else
}
else if (!resetcalled)
{ {
fixed_t camspeed = P_AproxDistance(thiscam->momx, thiscam->momy); fixed_t camspeed = P_AproxDistance(thiscam->momx, thiscam->momy);
P_SlideCameraMove(thiscam); P_SlideCameraMove(thiscam);
if (P_AproxDistance(thiscam->momx, thiscam->momy) == camspeed) if (!resetcalled && P_AproxDistance(thiscam->momx, thiscam->momy) == camspeed)
{ {
P_ResetCamera(player, thiscam); P_ResetCamera(player, thiscam);
resetcalled = true; resetcalled = true;
} }
} }
if (resetcalled) // Okay this means the camera is fully reset. if (resetcalled) // Okay this means the camera is fully reset.
return true; return true;