Skip to content
GitLab
Explore
Sign in
Register
Primary navigation
Search or go to…
Project
Kart-Public
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Deploy
Releases
Container Registry
Model registry
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
Kart Krew
Kart-Public
Commits
054bbd77
Commit
054bbd77
authored
2 years ago
by
toaster
Browse files
Options
Downloads
Patches
Plain Diff
Fix undesired interpolation for regular teleport
parent
b6eb21c5
No related branches found
Branches containing commit
No related tags found
Tags containing commit
No related merge requests found
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
src/p_telept.c
+9
-16
9 additions, 16 deletions
src/p_telept.c
with
9 additions
and
16 deletions
src/p_telept.c
+
9
−
16
View file @
054bbd77
...
...
@@ -17,6 +17,7 @@
#include
"r_state.h"
#include
"s_sound.h"
#include
"r_main.h"
#include
"r_fps.h"
/** \brief The P_MixUp function
...
...
@@ -149,25 +150,17 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
thing
->
reactiontime
=
TICRATE
/
2
;
// don't move for about half a second
// absolute angle position
if
(
thing
==
players
[
consoleplayer
].
mo
)
localangle
[
0
]
=
angle
;
else
if
(
splitscreen
)
{
for
(
i
=
1
;
i
<=
splitscreen
;
i
++
)
{
if
(
thing
==
players
[
displayplayers
[
i
]].
mo
)
{
localangle
[
i
]
=
angle
;
break
;
}
}
}
// move chasecam at new player location
for
(
i
=
0
;
i
<=
splitscreen
;
i
++
)
{
if
(
thing
->
player
==
&
players
[
displayplayers
[
i
]]
&&
camera
[
i
].
chase
)
P_ResetCamera
(
thing
->
player
,
&
camera
[
i
]);
if
(
thing
->
player
==
&
players
[
displayplayers
[
i
]])
{
localangle
[
i
]
=
angle
;
if
(
camera
[
i
].
chase
)
P_ResetCamera
(
thing
->
player
,
&
camera
[
i
]);
R_ResetViewInterpolation
(
i
+
1
);
break
;
}
}
// don't run in place after a teleport
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment