Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
This commit is contained in:
parent
d848a57bac
commit
e4ea5ad307
4 changed files with 30 additions and 58 deletions
|
|
@ -1239,6 +1239,17 @@ void P_PlayerThink (player_t *player)
|
|||
I_Error ("No player %td start\n", player - players + 1);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0u; i < 3u; ++i)
|
||||
{
|
||||
if (fabs(player->angleOffsetTargets[i].Degrees()) >= EQUAL_EPSILON)
|
||||
{
|
||||
player->mo->Angles[i] += player->angleOffsetTargets[i];
|
||||
player->mo->PrevAngles[i] = player->mo->Angles[i];
|
||||
}
|
||||
|
||||
player->angleOffsetTargets[i] = nullAngle;
|
||||
}
|
||||
|
||||
if (player->SubtitleCounter > 0)
|
||||
{
|
||||
player->SubtitleCounter--;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue