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Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences
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1078be3c30
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210279625a
2 changed files with 6 additions and 2 deletions
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@ -5024,7 +5024,7 @@ void A_MaceRotate(mobj_t *actor)
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actor->movecount += actor->target->lastlook;
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actor->movecount &= FINEMASK;
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actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook);
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actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook << FRACBITS);
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v[0] = FRACUNIT;
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v[1] = 0;
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@ -5032,7 +5032,7 @@ void A_MaceRotate(mobj_t *actor)
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v[3] = FRACUNIT;
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// Calculate the angle matrixes for the link.
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res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold << FRACBITS)));
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res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold)));
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M_Memcpy(&v, res, sizeof(v));
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res = VectorMatrixMultiply(v, *RotateZMatrix(actor->target->health << ANGLETOFINESHIFT));
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M_Memcpy(&v, res, sizeof(v));
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@ -2491,6 +2491,10 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
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return 0;
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}
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// Hotfix to not crash on single-waypoint sequences -Red
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if (!last)
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last = first;
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// Set diffx, diffy, diffz
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// Put these at 0 for now...might not be needed after all.
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th->diffx = 0;//first->x - po->centerPt.x;
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