fixed dynamic camera when spectating a player. (#1485)

This commit is contained in:
oy 2017-09-27 00:53:51 +02:00
parent 7a8687a618
commit 055685406a

View file

@ -138,7 +138,7 @@ int CControls::SnapInput(int *pData)
}
else
{
ClampMousePos();
m_InputData.m_TargetX = (int)m_MousePos.x;
m_InputData.m_TargetY = (int)m_MousePos.y;
if(!m_InputData.m_TargetX && !m_InputData.m_TargetY)
@ -196,6 +196,8 @@ int CControls::SnapInput(int *pData)
void CControls::OnRender()
{
ClampMousePos();
// update target pos
if(m_pClient->m_Snap.m_pGameData && !m_pClient->m_Snap.m_SpecInfo.m_Active)
m_TargetPos = m_pClient->m_LocalCharacterPos + m_MousePos;
@ -212,7 +214,6 @@ bool CControls::OnMouseMove(float x, float y)
return false;
m_MousePos += vec2(x, y); // TODO: ugly
ClampMousePos();
return true;
}
@ -223,7 +224,6 @@ void CControls::ClampMousePos()
{
m_MousePos.x = clamp(m_MousePos.x, 200.0f, Collision()->GetWidth()*32-200.0f);
m_MousePos.y = clamp(m_MousePos.y, 200.0f, Collision()->GetHeight()*32-200.0f);
}
else
{