cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
+ if (cl.viewangles[YAW] >= 180)
+ cl.viewangles[YAW] -= 360;
+ if (cl.viewangles[PITCH] >= 180)
+ cl.viewangles[PITCH] -= 360;
+ if (cl.viewangles[ROLL] >= 180)
+ cl.viewangles[ROLL] -= 360;
cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
{
}
+void CL_AdjustAngles(void);
void IN_PostMove(void)
{
+ // clamp after the move as well to prevent messed up rendering angles
+ CL_AdjustAngles();
}
void IN_Mouse(usercmd_t *cmd, float mx, float my)