diff --git a/source/level/layerback.cpp b/source/level/layerback.cpp index 97108615b..fe0afad5e 100644 --- a/source/level/layerback.cpp +++ b/source/level/layerback.cpp @@ -228,6 +228,7 @@ sOT *ThisOT=OtPtr+OTPos; int i,ThisY=-YOfs; // Render Back Sprites +#ifndef __USER_paul__ sBackSprite *SpritePtr=SpriteList; for (i=0; im_mapEdge.vy-64)Pos.vy=m_mapEdge.vy-64; } // Camera focus point stuff -// are we on a ledge and need to automatically look down? -int lookDownAmount=0; -/* -if(m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,10)==0) -{ - // Near the edge of a ledge? - int dir,x; - int i; - dir=getFacing()*16; - x=Pos.vx; - for(i=0;igetCollisionBlock(x,Pos.vy)==0) - { - int y,gap; - y=Pos.vy; - gap=0; - for(i=0;igetCollisionBlock(x,y)) - { - lookDownAmount=gap; - break; - } - y+=16; - gap+=16; - } - break; - } - x-=dir; - } -} -*/ m_currentCamFocusPointTarget.vx=Pos.vx+MAP2D_CENTRE_X; - m_currentCamFocusPointTarget.vy=Pos.vy+MAP2D_CENTRE_Y+(lookDownAmount); - + m_currentCamFocusPointTarget.vy=Pos.vy+MAP2D_CENTRE_Y; m_currentCamFocusPoint.vx+=(m_currentCamFocusPointTarget.vx-m_currentCamFocusPoint.vx)>>cammove; m_currentCamFocusPoint.vy+=(m_currentCamFocusPointTarget.vy-m_currentCamFocusPoint.vy)>>cammove; - m_cameraPos.vx=m_currentCamFocusPoint.vx; m_cameraPos.vy=m_currentCamFocusPoint.vy+m_cameraLookOffset; @@ -794,8 +759,8 @@ void CPlayer::respawn() m_invincibleFrameCount=INVINCIBLE_FRAMES__START; Pos=m_respawnPos; m_cameraLookOffset=0; - m_currentCamFocusPoint.vx=0;//Pos.vx+MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8); - m_currentCamFocusPoint.vy=0;//Pos.vy+MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8)+m_cameraLookOffset; + m_currentCamFocusPoint.vx=Pos.vx+MAP2D_CENTRE_X; + m_currentCamFocusPoint.vy=Pos.vy+MAP2D_CENTRE_Y; m_padLookAroundTimer=0; m_glassesFlag=0;