From 6b4ee94e383fa77d17849233280c11d98693bf0a Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 10 May 2020 19:40:28 -0700 Subject: [PATCH] Use camera angle, not mobj angle, when comparing Angle Anchor --- src/p_mobj.c | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 02be9dcef..78e0ccd41 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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