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-rw-r--r--src/core/Cam.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index 62ea950e..5b784947 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -4550,7 +4550,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// We may need those later
bool isPlane = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE;
bool isHeli = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI;
- bool isBike = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE || car->IsBike();
+ bool isBike = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE;
bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;
CPad* pad = CPad::GetPad(0);
@@ -4623,11 +4623,11 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// Taken from VC CCam::Cam_On_A_String_Unobscured. If we don't this, we will end up seeing the world from the inside of RC Goblin/Raider.
// I couldn't find where SA does that. It's possible that they've increased the size of these veh.'s collision bounding box.
- if (car->m_modelIndex == MI_RCRAIDER || car->m_modelIndex == MI_RCBANDIT) {
- newDistance += 6.0f;
- } else if (car->m_modelIndex == MI_RCBARON) {
- newDistance += 9.5f;
- }
+
+ if (car->m_modelIndex == MI_RCRAIDER || car->m_modelIndex == MI_RCGOBLIN)
+ newDistance += INIT_RC_HELI_HORI_EXTRA;
+ else if (car->m_modelIndex == MI_RCBARON)
+ newDistance += INIT_RC_PLANE_HORI_EXTRA;
float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3];