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Polyobj_rotate and related: change "origin" to vector2_t since all it needs is x/y and not any of the new stuff for vertex_t
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1 changed files with 3 additions and 3 deletions
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@ -1039,7 +1039,7 @@ static boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y, boolean check
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// The formula for this can be found here:
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// http://www.inversereality.org/tutorials/graphics%20programming/2dtransformations.html
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// It is, of course, just a vector-matrix multiplication.
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static inline void Polyobj_rotatePoint(vertex_t *v, const vertex_t *c, angle_t ang)
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static inline void Polyobj_rotatePoint(vertex_t *v, const vector2_t *c, angle_t ang)
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{
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vertex_t tmp = *v;
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@ -1092,7 +1092,7 @@ static void Polyobj_rotateLine(line_t *ld)
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}
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// Causes objects resting on top of the rotating polyobject to 'ride' with its movement.
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static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, UINT8 turnthings)
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static void Polyobj_rotateThings(polyobj_t *po, vector2_t origin, angle_t delta, UINT8 turnthings)
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{
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static INT32 pomovecount = 10000;
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INT32 x, y;
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@ -1172,7 +1172,7 @@ static boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings, bo
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{
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size_t i;
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angle_t angle;
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vertex_t origin;
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vector2_t origin;
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INT32 hitflags = 0;
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// don't move bad polyobjects
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