Fix v_deathtilt effect causing the view to flicker, now it correctly tilts the view... 326/head
authorterencehill <piuntn@gmail.com>
Tue, 14 Jun 2016 18:13:03 +0000 (20:13 +0200)
committerterencehill <piuntn@gmail.com>
Tue, 14 Jun 2016 18:13:03 +0000 (20:13 +0200)
qcsrc/lib/warpzone/client.qc

index b539b5b..5a1e320 100644 (file)
@@ -258,10 +258,28 @@ void WarpZone_FixView()
 #ifndef KEEP_ROLL
        float rick;
        float f;
-       if(autocvar_cl_rollkillspeed)
-               f = max(0, (1 - frametime * autocvar_cl_rollkillspeed));
-       else
+       static float rollkill;
+       if (STAT(HEALTH) > 0 || STAT(HEALTH) == -666 || STAT(HEALTH) == -2342)
+       {
                f = 0;
+               // reset roll when passing through a warpzone that change player's roll angle
+               if(autocvar_cl_rollkillspeed)
+                       f = max(0, (1 - frametime * autocvar_cl_rollkillspeed));
+               if(rollkill)
+                       rollkill = 0;
+       }
+       else
+       {
+               f = 1;
+               // roll the view when killed (v_deathtilt)
+               if(autocvar_cl_rollkillspeed)
+               {
+                       rollkill += frametime * autocvar_cl_rollkillspeed;
+                       f = min(1, rollkill);
+               }
+               else if(rollkill)
+                       rollkill = 0;
+       }
 
        rick = getproperty(VF_CL_VIEWANGLES_Z);
        rick *= f;