Always force player camera direction for springs with horizontal thrust component.

This commit is contained in:
Nev3r 2019-09-15 17:43:19 +02:00
parent 00d64c380d
commit 9771087554

View file

@ -345,8 +345,6 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (horizspeed) if (horizspeed)
{ {
object->player->drawangle = spring->angle; object->player->drawangle = spring->angle;
if (vertispeed || (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0))
{
object->angle = spring->angle; object->angle = spring->angle;
if (!demoplayback || P_AnalogMove(object->player)) if (!demoplayback || P_AnalogMove(object->player))
@ -357,7 +355,6 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
localangle2 = spring->angle; localangle2 = spring->angle;
} }
} }
}
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these. pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
secondjump = object->player->secondjump; secondjump = object->player->secondjump;