From eee0d42b1f4de4c5c72512268ca2c37eb6e09261 Mon Sep 17 00:00:00 2001 From: fickleheart Date: Sun, 8 Dec 2019 15:05:44 -0600 Subject: [PATCH] Make first-person and directionchar-off work as expected --- src/g_game.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/g_game.c b/src/g_game.c index c55058b99..629f6b9c1 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1374,7 +1374,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) cmd->angleturn = (INT16)(*myangle >> 16); // Adjust camera angle by player input - if (!forcestrafe && !turnheld[forplayer] && !player->climbing) + if (!forcestrafe && camera.chase && !turnheld[forplayer] && !player->climbing) { fixed_t camadjustfactor = cv_cam_turnfacinginput[forplayer].value; //@TODO cvar @@ -1382,7 +1382,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) *myangle -= cmd->sidemove * 50 * camadjustfactor; } - if (abilitydirection && !player->climbing && !forcestrafe) + if (abilitydirection && camera.chase && !player->climbing && !forcestrafe && (player->pflags & PF_DIRECTIONCHAR)) { if (cmd->forwardmove || cmd->sidemove) { @@ -1400,7 +1400,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) // Adjust camera angle to face player direction, depending on circumstances // Nothing happens if cam left/right are held, so you can hold both to lock the camera in one direction - if (!forcestrafe && !turnheld[forplayer]) + if (!forcestrafe && camera.chase && !turnheld[forplayer]) { fixed_t camadjustfactor;