From 6b4ee94e383fa77d17849233280c11d98693bf0a Mon Sep 17 00:00:00 2001
From: James R <justsomejames2@gmail.com>
Date: Sun, 10 May 2020 19:40:28 -0700
Subject: [PATCH] Use camera angle, not mobj angle, when comparing Angle Anchor

---
 src/p_mobj.c | 8 +++++++-
 1 file changed, 7 insertions(+), 1 deletion(-)

diff --git a/src/p_mobj.c b/src/p_mobj.c
index 02be9dcef..78e0ccd41 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -8252,6 +8252,7 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
 // See Linedef Exec 457 (Track mobj angle to point)
 static void P_TracerAngleThink(mobj_t *mobj)
 {
+	angle_t looking;
 	angle_t ang;
 
 	if (!mobj->tracer)
@@ -8266,7 +8267,12 @@ static void P_TracerAngleThink(mobj_t *mobj)
 	// mobj->cvval - Allowable failure delay
 	// mobj->cvmem - Failure timer
 
-	ang = mobj->angle - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
+	if (mobj->player)
+		looking = ( mobj->player->cmd.angleturn << 16 );/* fixes CS_LMAOGALOG */
+	else
+		looking = mobj->angle;
+
+	ang = looking - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
 
 	// \todo account for distance between mobj and tracer
 	// Because closer mobjs can be facing beyond the angle tolerance
-- 
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