Forgot to account for z axis -- thanks James R
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@ -11578,7 +11578,7 @@ void P_PlayerAfterThink(player_t *player)
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if (splitscreen && player == &players[secondarydisplayplayer])
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if (splitscreen && player == &players[secondarydisplayplayer])
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{
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{
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thiscam = &camera2;
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thiscam = &camera2;
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if (P_AproxDistance(player->mo->x-thiscam->x-thiscam->momx, player->mo->y-thiscam->y-thiscam->momy) > ((player->speed+cv_cam2_dist.value)*2))
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if ((P_AproxDistance(player->mo->x-thiscam->x-thiscam->momx, player->mo->y-thiscam->y-thiscam->momy) > ((player->speed+cv_cam2_dist.value)*2)) || (abs(thiscam->z - player->mo->z) > ((player->speed+cv_cam2_dist.value)*2)))
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{
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{
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P_ResetCamera(player, thiscam);
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P_ResetCamera(player, thiscam);
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}
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}
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@ -11586,7 +11586,7 @@ void P_PlayerAfterThink(player_t *player)
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else if (player == &players[displayplayer])
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else if (player == &players[displayplayer])
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{
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{
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thiscam = &camera;
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thiscam = &camera;
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if (P_AproxDistance(player->mo->x-thiscam->x-thiscam->momx, player->mo->y-thiscam->y-thiscam->momy) > ((player->speed+cv_cam_dist.value)*2))
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if ((P_AproxDistance(player->mo->x-thiscam->x-thiscam->momx, player->mo->y-thiscam->y-thiscam->momy) > ((player->speed+cv_cam_dist.value)*2)) || (abs(thiscam->z - player->mo->z) > ((player->speed+cv_cam_dist.value)*2)))
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{
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{
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P_ResetCamera(player, thiscam);
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P_ResetCamera(player, thiscam);
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}
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}
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