A better method of
Instead of returning at the very start of P_MoveChaseCamera, just set camstill to true, and add another exiting check to momentum. This lets the mirror mode post process effect to continue working.
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@ -152,6 +152,9 @@ void P_ResetStarposts(void)
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//
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boolean P_CanPickupItem(player_t *player, boolean weapon)
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{
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if (player->exiting)
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return false;
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/*if (G_BattleGametype() && player->kartstuff[k_balloon] <= 0) // No balloons in Match
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return false;*/
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17
src/p_user.c
17
src/p_user.c
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@ -8138,9 +8138,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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subsector_t *newsubsec;
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fixed_t f1, f2;
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if (player->exiting) // SRB2Kart: Leave the camera behind while exiting, for dramatic effect!
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return true;
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cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
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if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD))
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@ -8275,8 +8272,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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lookback = camspin4;
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}
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// SRB2kart - Camera flipper
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if (lookback)
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if (player->exiting) // SRB2Kart: Leave the camera behind while exiting, for dramatic effect!
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camstill = true;
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else if (lookback) // SRB2kart - Camera flipper
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{
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camrotate += 180;
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camspeed *= 2;
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@ -8684,6 +8682,14 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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}
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}*/
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if (player->exiting)
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{
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thiscam->momx = 0;
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thiscam->momy = 0;
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thiscam->momz = 0;
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}
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else
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{
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if (twodlevel || (mo->flags2 & MF2_TWOD))
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{
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thiscam->momx = x-thiscam->x;
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@ -8706,6 +8712,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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else
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thiscam->momz = FixedMul(z - thiscam->z, camspeed);
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}
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}
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// compute aming to look the viewed point
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f1 = viewpointx-thiscam->x;
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