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Minor tweaks to animations and endsigns.
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941bf8eb03
commit
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2 changed files with 3 additions and 3 deletions
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@ -6857,7 +6857,7 @@ static void P_MovePlayer(player_t *player)
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}
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// Otherwise, face the direction you're travelling.
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else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_PEEL || player->panim == PA_ROLL || player->panim == PA_JUMP
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|| (player->mo->state-states == S_PLAY_FLY || player->mo->state-states == S_PLAY_FLY_TIRED))
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|| (player->panim == PA_ABILITY && player->mo->state-states == S_PLAY_GLIDE))
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player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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// Update the local angle control.
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@ -210,11 +210,11 @@ const UINT8 Color_Opposite[MAXSKINCOLORS*2] =
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SKINCOLOR_ORANGE,9, // SKINCOLOR_BLUE
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SKINCOLOR_PINK,8, // SKINCOLOR_AZURE - ditto
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SKINCOLOR_EMERALD,8, // SKINCOLOR_PASTEL - ditto
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SKINCOLOR_PERIDOT,8, // SKINCOLOR_PURPLE - ditto
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SKINCOLOR_PERIDOT,10, // SKINCOLOR_PURPLE - ditto
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SKINCOLOR_GOLD,8, // SKINCOLOR_LAVENDER - ditto
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SKINCOLOR_MOSS,8, // SKINCOLOR_MAGENTA - ditto
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SKINCOLOR_AZURE,8, // SKINCOLOR_PINK - ditto
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SKINCOLOR_AQUA,8 // SKINCOLOR_ROSY - ditto
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SKINCOLOR_AQUA,14 // SKINCOLOR_ROSY - ditto
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};
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CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
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