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Use camera angle, not mobj angle, when comparing Angle Anchor
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1 changed files with 7 additions and 1 deletions
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@ -8252,6 +8252,7 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
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// See Linedef Exec 457 (Track mobj angle to point)
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static void P_TracerAngleThink(mobj_t *mobj)
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{
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angle_t looking;
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angle_t ang;
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if (!mobj->tracer)
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@ -8266,7 +8267,12 @@ static void P_TracerAngleThink(mobj_t *mobj)
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// mobj->cvval - Allowable failure delay
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// mobj->cvmem - Failure timer
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ang = mobj->angle - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
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if (mobj->player)
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looking = ( mobj->player->cmd.angleturn << 16 );/* fixes CS_LMAOGALOG */
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else
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looking = mobj->angle;
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ang = looking - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
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// \todo account for distance between mobj and tracer
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// Because closer mobjs can be facing beyond the angle tolerance
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