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some niceer ui stuff
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_common.c
diff --git
a/player_common.c
b/player_common.c
index 270f40e5140174179b956f41a515e3cebc3d9ecd..3711405226dc0bc4fa88a144fb1f7e73ce758474 100644
(file)
--- a/
player_common.c
+++ b/
player_common.c
@@
-40,8
+40,10
@@
VG_STATIC void player_camera_portal_correction( player_instance *player )
q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
+ f32 pol = v3_dot( player->cam.pos, plane ) - plane[3];
+
/* check camera polarity */
/* check camera polarity */
- if(
v3_dot( player->cam.pos, plane ) < plane[3]
) {
+ if(
(pol < 0.0f) || (pol > 5.0f)
) {
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;