From 7956584797a0b46f4a450aecf5392c2eb4d38d51 Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 23 Nov 2019 15:11:11 +0000 Subject: [PATCH] Have the vertical aiming focus on the signpost's z rather than continue to focus on the player even while the camera is forced to be near the signpost. (resolves #327) --- src/p_user.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_user.c b/src/p_user.c index 0140bee4d..9b3b8b9bd 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -10218,9 +10218,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall dist = FixedHypot(f1, f2); if (mo->eflags & MFE_VERTICALFLIP) - angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player)); + angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, (sign ? sign->ceilingz : mo->z + mo->height) - P_GetPlayerHeight(player)); else - angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player)); + angle = R_PointToAngle2(0, thiscam->z, dist, (sign ? sign->floorz : mo->z) + P_GetPlayerHeight(player)); if (player->playerstate != PST_DEAD) angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'