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Yeah, yeah...
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4 changed files with 20 additions and 0 deletions
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@ -610,6 +610,11 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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rsp->health = LONG(players[i].mo->health);
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rsp->angle = (angle_t)LONG(players[i].mo->angle);
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#ifdef ROTSPRITE
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rsp->rollangle = (angle_t)LONG(players[i].mo->rollangle);
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#else
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rsp->rollangle = 0;
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#endif
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rsp->x = LONG(players[i].mo->x);
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rsp->y = LONG(players[i].mo->y);
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rsp->z = LONG(players[i].mo->z);
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@ -760,6 +765,9 @@ static void resynch_read_player(resynch_pak *rsp)
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//At this point, the player should have a body, whether they were respawned or not.
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P_UnsetThingPosition(players[i].mo);
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players[i].mo->angle = (angle_t)LONG(rsp->angle);
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#ifdef ROTSPRITE
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players[i].mo->rollangle = (angle_t)LONG(rsp->rollangle);
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#endif
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players[i].mo->eflags = (UINT16)SHORT(rsp->eflags);
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players[i].mo->flags = LONG(rsp->flags);
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players[i].mo->flags2 = LONG(rsp->flags2);
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@ -255,6 +255,7 @@ typedef struct
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INT32 health;
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angle_t angle;
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angle_t rollangle;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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@ -3002,6 +3002,10 @@ static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
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P_SetPlayerMobjState(target, S_PLAY_NIGHTS_STUN);
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S_StartSound(target, sfx_nghurt);
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#ifdef ROTSPRITE
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player->mo->rollangle = 0;
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#endif
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if (oldnightstime > 10*TICRATE
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&& player->nightstime < 10*TICRATE)
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{
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@ -636,6 +636,10 @@ static void P_DeNightserizePlayer(player_t *player)
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player->marebonuslap = 0;
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player->flyangle = 0;
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player->anotherflyangle = 0;
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#ifdef ROTSPRITE
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player->mo->rollangle = 0;
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#endif
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P_SetTarget(&player->mo->target, NULL);
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P_SetTarget(&player->axis1, P_SetTarget(&player->axis2, NULL));
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@ -762,6 +766,9 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
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player->secondjump = 0;
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player->flyangle = 0;
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player->anotherflyangle = 0;
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#ifdef ROTSPRITE
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player->mo->rollangle = 0;
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#endif
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player->powers[pw_shield] = SH_NONE;
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player->powers[pw_super] = 0;
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