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Fix roll braking assuming player angle is camera angle
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@ -5949,7 +5949,7 @@ static void P_3dMovement(player_t *player)
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// Monster Iestyn - 04-11-13
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// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
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// Get delta angle from rmom angle and player angle first
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dangle = R_PointToAngle2(0,0, player->rmomx, player->rmomy) - player->mo->angle;
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dangle = R_PointToAngle2(0,0, player->rmomx, player->rmomy) - (cmd->angleturn<<16);
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if (dangle > ANGLE_180) //flip to keep to one side
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dangle = InvAngle(dangle);
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