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Camera: Fix wieldmesh glitch after teleporting (#6138)
author
kilbith
<kilbith@users.noreply.github.com>
Sat, 15 Jul 2017 18:15:36 +0000
(20:15 +0200)
committer
Loïc Blot
<nerzhul@users.noreply.github.com>
Sat, 15 Jul 2017 18:15:36 +0000
(20:15 +0200)
src/camera.cpp
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diff --git
a/src/camera.cpp
b/src/camera.cpp
index 35aaeaad4ef4059d586de477633d141f69527540..027e0ffc8608b7c29441038d9c21bc33d189b74f 100644
(file)
--- a/
src/camera.cpp
+++ b/
src/camera.cpp
@@
-215,7
+215,8
@@
static inline v2f dir(const v2f &pos_dist)
void Camera::addArmInertia(f32 player_yaw)
{
- m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
+ m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+ -100.0f, 100.0f) / 0.016f) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);