diff --git a/src/d_main.c b/src/d_main.c index e56a631a..6e3d4d73 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -723,20 +723,6 @@ void D_SRB2Loop(void) } else if (rendertimeout < entertic) // in case the server hang or netsplit { - // Lagless camera! Yay! - /* Not yay, it ruins Kart's drift :y - if (gamestate == GS_LEVEL && netgame) - { - if (camera.chase) - P_MoveChaseCamera(&players[displayplayer], &camera, false); - if (splitscreen && camera2.chase) - P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false); - if (splitscreen > 1 && camera3.chase) - P_MoveChaseCamera(&players[thirddisplayplayer], &camera3, false); - if (splitscreen > 2 && camera4.chase) - P_MoveChaseCamera(&players[fourthdisplayplayer], &camera4, false); - } - */ D_Display(); if (moviemode) diff --git a/src/p_tick.c b/src/p_tick.c index 3c5ed0b9..c9c32433 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -748,6 +748,16 @@ void P_Ticker(boolean run) D_MapChange(gamemap, gametype, encoremode, true, 0, false, false); } + // Always move the camera. + if (camera.chase) + P_MoveChaseCamera(&players[displayplayer], &camera, false); + if (splitscreen && camera2.chase) + P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false); + if (splitscreen > 1 && camera3.chase) + P_MoveChaseCamera(&players[thirddisplayplayer], &camera3, false); + if (splitscreen > 2 && camera4.chase) + P_MoveChaseCamera(&players[fourthdisplayplayer], &camera4, false); + P_MapEnd(); // Z_CheckMemCleanup(); diff --git a/src/p_user.c b/src/p_user.c index f34b1a2e..f7df6525 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -9547,12 +9547,6 @@ void P_PlayerAfterThink(player_t *player) if (player->playerstate == PST_DEAD) { - // camera may still move when guy is dead - //if (!netgame) - { - if (thiscam && thiscam->chase) - P_MoveChaseCamera(player, thiscam, false); - } return; } @@ -9834,8 +9828,6 @@ void P_PlayerAfterThink(player_t *player) player->viewz = player->mo->z + player->mo->height - player->viewheight; else player->viewz = player->mo->z + player->viewheight; - if (server || addedtogame) - P_MoveChaseCamera(player, thiscam, false); // calculate the camera movement } }