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Fix inverted pitch in ThirdPersonView 2 (Front View)
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@ -552,6 +552,10 @@ void GameRenderer::moveCameraToPlayer(float a)
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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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// Invert Y offset if in third-person front view (camera faces player)
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if (localplayer->ThirdPersonView() == 2)
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yd = Mth::sin(xRot / 180 * PI) * cameraDist;
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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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@ -588,7 +592,18 @@ 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->xRotO + (player->xRot - player->xRotO) * a, 1, 0, 0);
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float pitch = player->xRotO + (player->xRot - player->xRotO) * a;
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// Invert pitch if in third-person front view (camera faces player)
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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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// Third person view is now 0 for disabled, 1 for original, 2 for flipped
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