Use camera angle, not mobj angle, when comparing Angle Anchor

This commit is contained in:
James R 2020-05-10 19:40:28 -07:00
parent 225095afa2
commit 6b4ee94e38
1 changed files with 7 additions and 1 deletions

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@ -8252,6 +8252,7 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
// See Linedef Exec 457 (Track mobj angle to point)
static void P_TracerAngleThink(mobj_t *mobj)
{
angle_t looking;
angle_t ang;
if (!mobj->tracer)
@ -8266,7 +8267,12 @@ static void P_TracerAngleThink(mobj_t *mobj)
// mobj->cvval - Allowable failure delay
// mobj->cvmem - Failure timer
ang = mobj->angle - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
if (mobj->player)
looking = ( mobj->player->cmd.angleturn << 16 );/* fixes CS_LMAOGALOG */
else
looking = mobj->angle;
ang = looking - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
// \todo account for distance between mobj and tracer
// Because closer mobjs can be facing beyond the angle tolerance