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Fixed player sprites not showing up in chasecam mode.
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MajorCooke authored and madame-rachelle committed Jan 28, 2024
1 parent f369cd7 commit dbd6059
Showing 1 changed file with 3 additions and 2 deletions.
5 changes: 3 additions & 2 deletions src/rendering/r_utility.cpp
Expand Up @@ -631,7 +631,7 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
else break;
}
}
if (moved) viewpoint.noviewer = true;
if (moved && !viewpoint.showviewer) viewpoint.noviewer = true;
}

//==========================================================================
Expand Down Expand Up @@ -893,6 +893,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
{
iview->otic = nowtic;
iview->Old = iview->New;
viewpoint.noviewer = false;
}
//==============================================================================================
// Handles offsetting the camera with ChaseCam and/or viewpos.
Expand All @@ -915,7 +916,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;

viewpoint.noviewer = false;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
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