- 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.
This commit is contained in:
Christoph Oelckers 2016-03-06 13:10:42 +01:00
commit 90553bb61c
3 changed files with 18 additions and 3 deletions

View file

@ -4874,7 +4874,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
CVAR(Float, chase_height, -8.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, chase_dist, 90.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector)
void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector, bool &unlinked)
{
fixed_t distance = (fixed_t)(clamp<double>(chase_dist, 0, 30000) * FRACUNIT);
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
@ -4905,6 +4905,7 @@ void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camera
CameraZ = trace.Z;
}
CameraSector = trace.Sector;
unlinked = trace.unlinked;
}