- deal with portals in P_AimCamera.
This will most likely need some more testing and refining but at least it should work through line portals now.
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3 changed files with 18 additions and 3 deletions
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@ -4874,7 +4874,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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CVAR(Float, chase_height, -8.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, chase_dist, 90.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector)
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void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector, bool &unlinked)
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{
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fixed_t distance = (fixed_t)(clamp<double>(chase_dist, 0, 30000) * FRACUNIT);
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angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
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@ -4905,6 +4905,7 @@ void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camera
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CameraZ = trace.Z;
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}
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CameraSector = trace.Sector;
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unlinked = trace.unlinked;
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}
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