fix: fix inverted pitch in the second third person view
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@@ -501,23 +501,26 @@ void GameRenderer::moveCameraToPlayer(float a)
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else
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{
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// 4J - corrected bug where this used to just take player->xRot & yRot directly and so wasn't taking into account interpolation, allowing camera to go through walls
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float playerYRot = player->yRotO + (player->yRot - player->yRotO) * a;
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float playerXRot = player->xRotO + (player->xRot - player->xRotO) * a;
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float yRot = playerYRot;
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float xRot = playerXRot;
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float yRot = player->yRotO + (player->yRot - player->yRotO) * a;
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float xRot = player->xRotO + (player->xRot - player->xRotO) * a;
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// Thirdperson view values are now 0 for disabled, 1 for original mode, 2 for reversed.
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if( localplayer->ThirdPersonView() == 2 )
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{
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// Reverse x rotation - note that this is only used in doing collision to calculate our view
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// Reverse y rotation - note that this is only used in doing collision to calculate our view
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// distance, the actual rotation itself is just below this else {} block
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xRot += 180.0f;
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yRot += 180.0f;
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}
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double xd = -Mth::sin(yRot / 180 * PI) * Mth::cos(xRot / 180 * PI) * cameraDist;
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double zd = Mth::cos(yRot / 180 * PI) * Mth::cos(xRot / 180 * PI) * cameraDist;
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double yd = -Mth::sin(xRot / 180 * PI) * cameraDist;
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if (localplayer->ThirdPersonView() == 2)
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{
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yd = Mth::sin(xRot / 180 * PI) * cameraDist;
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}
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for (int i = 0; i < 8; i++)
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{
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float xo = (float)((i & 1) * 2 - 1);
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@@ -538,16 +541,7 @@ void GameRenderer::moveCameraToPlayer(float a)
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}
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}
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if ( localplayer->ThirdPersonView() == 2)
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{
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glRotatef(180, 0, 1, 0);
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}
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glRotatef(playerXRot - xRot, 1, 0, 0);
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glRotatef(playerYRot - yRot, 0, 1, 0);
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glTranslatef(0, 0, (float) -cameraDist);
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glRotatef(yRot - playerYRot, 0, 1, 0);
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glRotatef(xRot - playerXRot, 1, 0, 0);
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}
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}
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else
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@@ -557,8 +551,21 @@ void GameRenderer::moveCameraToPlayer(float a)
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if (!mc->options->fixedCamera)
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{
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glRotatef(player->xRotO + (player->xRot - player->xRotO) * a, 1, 0, 0);
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glRotatef(player->yRotO + (player->yRot - player->yRotO) * a + 180, 0, 1, 0);
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float pitch = player->xRotO + (player->xRot - player->xRotO) * a;
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if (localplayer->ThirdPersonView() == 2)
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{
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pitch = -pitch;
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}
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glRotatef(pitch, 1, 0, 0);
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if (localplayer->ThirdPersonView() == 2)
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{
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glRotatef(player->yRotO + (player->yRot - player->yRotO) * a, 0, 1, 0);
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}
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else
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{
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glRotatef(player->yRotO + (player->yRot - player->yRotO) * a + 180, 0, 1, 0);
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}
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}
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glTranslatef(0, heightOffset, 0);
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