diff --git a/src/g_game.c b/src/g_game.c index ff330278a3bc1f7908788a7009c589140521b8df..20b9a656ecdcc92c12e5bbb3175c5bf4b787c219 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1571,10 +1571,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) if (camadjustfactor) { - INT32 anglediff = - // This check to potentially use angleturn fixes the judder when holding back in the air to brake - ((alt && (forward || side) && !P_IsObjectOnGround(player->mo)) ? (cmd->angleturn<<16) : player->drawangle) - + drawangleoffset - *myangle; + INT32 anglediff = (cmd->angleturn<<16) + drawangleoffset - *myangle; if (alt) { diff --git a/src/p_user.c b/src/p_user.c index 835fe7f67c8d1dd9554821bb9da533d4c315b161..93c3c2ef07508af7e39f2ec62ece19f590f54ee7 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -10016,7 +10016,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall { // Shift the camera slightly to the sides depending on the player facing direction UINT8 forplayer = (thiscam == &camera) ? 0 : 1; - fixed_t shift = FixedMul(FINESINE((player->drawangle - angle) >> ANGLETOFINESHIFT), cv_cam_shiftfacing[forplayer].value); + fixed_t shift = FixedMul(FINESINE((player->mo->angle - angle) >> ANGLETOFINESHIFT), cv_cam_shiftfacing[forplayer].value); if (player->powers[pw_carry] == CR_ROLLOUT) shift = -shift;