Fix camera going wild after reloading the gamestate
This commit is contained in:
parent
499bb56436
commit
5c48b92b2c
|
@ -1607,6 +1607,14 @@ static void CL_ReloadReceivedSavegame(void)
|
||||||
neededtic = gametic;
|
neededtic = gametic;
|
||||||
maketic = neededtic;
|
maketic = neededtic;
|
||||||
|
|
||||||
|
ticcmd_oldangleturn[0] = players[consoleplayer].oldrelangleturn;
|
||||||
|
P_ForceLocalAngle(&players[consoleplayer], (angle_t)(players[consoleplayer].angleturn << 16));
|
||||||
|
if (splitscreen)
|
||||||
|
{
|
||||||
|
ticcmd_oldangleturn[1] = players[secondarydisplayplayer].oldrelangleturn;
|
||||||
|
P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16));
|
||||||
|
}
|
||||||
|
|
||||||
camera.subsector = R_PointInSubsector(camera.x, camera.y);
|
camera.subsector = R_PointInSubsector(camera.x, camera.y);
|
||||||
camera2.subsector = R_PointInSubsector(camera2.x, camera2.y);
|
camera2.subsector = R_PointInSubsector(camera2.x, camera2.y);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue