playershot widescreen fix

This commit is contained in:
Sonic Dreamcaster 2024-12-04 14:13:13 -03:00
parent ab490e4e17
commit 5ede801584

View File

@ -1237,8 +1237,8 @@ void PlayerShot_DrawShot(PlayerShot* shot) {
Matrix_MultVec3f(gGfxMatrix, &sp11C, &sShotViewPos); Matrix_MultVec3f(gGfxMatrix, &sp11C, &sShotViewPos);
if ((sShotViewPos.z < 0.0f) && (sShotViewPos.z > -10000.0f)) { if ((sShotViewPos.z < 0.0f) && (sShotViewPos.z > -10000.0f)) {
var_fv1 = fabsf(sShotViewPos.x); // probably fake. The use of temps was likely different var_fv1 = fabsf(sShotViewPos.x); // probably fake. The use of temps was likely different
if (var_fv1 < (fabsf(sShotViewPos.z * /* 0.5f */ 1.0f) + 500.0f)) { if (var_fv1 < (fabsf(sShotViewPos.z * /* 0.5f */ 1.5f) + 500.0f)) {
if (fabsf(sShotViewPos.y) < (fabsf(sShotViewPos.z * /* 0.5f */ 1.0f) + 500.0f)) { if (fabsf(sShotViewPos.y) < (fabsf(sShotViewPos.z * 0.5f) + 500.0f)) {
isDrawn = true; isDrawn = true;
} }
} }