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TODO
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@ -1409,6 +1409,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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if (abilitydirection && camera.chase && !ticcmd_resetdown[forplayer] && !player->climbing && !forcestrafe && (player->pflags & PF_DIRECTIONCHAR) && player->powers[pw_carry] != CR_MINECART)
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{
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///@TODO This block of code is a hack to get the desired abilitydirection and player angle behaviors while remaining netplay-compatible with EXEs without those features.
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// This has side effects like making F12 spectate look kind of weird, and making the input viewer inaccurate.
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// In a perfect world, this will be removed and player behavior would use facing direction in a way that mimics this.
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// But that's a lot more work and I want to A) have this out quickly B) be netplay-compatible.
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if (cmd->forwardmove || cmd->sidemove)
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{
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angle_t controlangle = R_PointToAngle2(0, 0, cmd->forwardmove << FRACBITS, -cmd->sidemove << FRACBITS);
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