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https://github.com/DrBeef/Raze.git
synced 2025-02-21 03:01:36 +00:00
- Annotate all sprite angles that are being set as the player angle to review later.
* Once the angles between player and sprite have been unified, these will be much harder to identify.
This commit is contained in:
parent
901000bee5
commit
110cc5149d
9 changed files with 27 additions and 27 deletions
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@ -812,7 +812,7 @@ void playerStart(int nPlayer, int bNewLevel)
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GetActorExtents(actor, &top, &bottom);
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actor->spr.pos.Z -= bottom - actor->spr.pos.Z;
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actor->spr.pal = 11 + (pPlayer->teamId & 3);
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actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle;
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actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle; // check me out later.
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actor->spr.type = kDudePlayer1 + nPlayer;
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actor->clipdist = pDudeInfo->fClipdist();
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actor->spr.flags = 15;
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@ -1499,7 +1499,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
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{
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pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang;
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pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang; // check me out later.
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}
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//---------------------------------------------------------------------------
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@ -362,7 +362,7 @@ void movedummyplayers(void)
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{
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.pos.Z = act->sector()->ceilingz + 27;
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act->spr.Angles.Yaw = ps[p].angle.ang;
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act->spr.Angles.Yaw = ps[p].angle.ang; // check me out later.
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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@ -465,7 +465,7 @@ void moveplayers(void)
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p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
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}
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}
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act->spr.Angles.Yaw = p->angle.ang;
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act->spr.Angles.Yaw = p->angle.ang; // check me out later.
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}
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}
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else
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@ -499,13 +499,13 @@ void moveplayers(void)
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if (act->spr.extra < 8)
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{
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act->vel.X = 8;
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act->spr.Angles.Yaw = p->angle.ang;
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act->spr.Angles.Yaw = p->angle.ang; // check me out later.
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act->spr.extra++;
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ssp(act, CLIPMASK0);
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}
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else
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{
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act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang;
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act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang; // check me out later.
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SetActor(act, act->spr.pos);
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}
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}
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@ -811,7 +811,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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if (actor->spr.pal == 12)
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actor->vel.X = 10.25;
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else actor->vel.X = 8.75;
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actor->spr.Angles.Yaw = ps[p].angle.ang;
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actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later.
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ps[p].toggle_key_flag = 2;
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}
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}
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@ -1685,7 +1685,7 @@ static void greenslime(DDukeActor *actor)
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SetActor(actor, actor->spr.pos);
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actor->spr.Angles.Yaw = ps[p].angle.ang;
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actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later.
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if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
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if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))
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@ -843,7 +843,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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p->angle.processhelpers(scaleAdjust);
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p->horizon.processhelpers(scaleAdjust);
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p->GetActor()->spr.Angles.Yaw = p->angle.ang;
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p->GetActor()->spr.Angles.Yaw = p->angle.ang; // check me out later.
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}
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if (packet)
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@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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if (splash)
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{
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splash->spr.pos.XY() = hit.hitpos.XY();
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splash->spr.Angles.Yaw = ps[p].angle.ang; // Total tweek
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splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek
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splash->vel.X = 2;
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ssp(actor, CLIPMASK0);
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splash->vel.X = 0;
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@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
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if (splash)
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{
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splash->spr.pos.XY() = hit.hitpos.XY();
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splash->spr.Angles.Yaw = ps[p].angle.ang; // Total tweek
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splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek
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splash->vel.X = 2;
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ssp(actor, 0);
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splash->vel.X = 0;
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@ -1467,7 +1467,7 @@ void checkweapons_r(player_struct* p)
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auto j = spawn(p->GetActor(), 7220);
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if (j)
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{
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j->spr.Angles.Yaw = p->angle.ang;
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j->spr.Angles.Yaw = p->angle.ang; // check me out later.
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j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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p->OnMotorcycle = 0;
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@ -1486,7 +1486,7 @@ void checkweapons_r(player_struct* p)
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auto j = spawn(p->GetActor(), 7233);
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if (j)
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{
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j->spr.Angles.Yaw = p->angle.ang;
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j->spr.Angles.Yaw = p->angle.ang; // check me out later.
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j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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p->OnBoat = 0;
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@ -4004,7 +4004,7 @@ void OffMotorcycle(player_struct *p)
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auto spawned = spawn(p->GetActor(), EMPTYBIKE);
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if (spawned)
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{
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spawned->spr.Angles.Yaw = p->angle.ang;
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spawned->spr.Angles.Yaw = p->angle.ang; // check me out later.
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spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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}
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@ -4065,7 +4065,7 @@ void OffBoat(player_struct *p)
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auto spawned = spawn(p->GetActor(), EMPTYBOAT);
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if (spawned)
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{
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spawned->spr.Angles.Yaw = p->angle.ang;
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spawned->spr.Angles.Yaw = p->angle.ang; // check me out later.
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spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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}
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@ -294,7 +294,7 @@ void RestartPlayer(int nPlayer)
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pActor->spr.pos = nNStartSprite->spr.pos;
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ChangeActorSect(pActor, nNStartSprite->sector());
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plr->angle.ang = nNStartSprite->spr.Angles.Yaw;
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pActor->spr.Angles.Yaw = plr->angle.ang;
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pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later.
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floorsprt = insertActor(pActor->sector(), 0);
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@ -308,7 +308,7 @@ void RestartPlayer(int nPlayer)
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pActor->spr.pos.XY() = plr->sPlayerSave.pos.XY();
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pActor->spr.pos.Z = plr->sPlayerSave.pSector->floorz;
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plr->angle.ang = plr->sPlayerSave.nAngle;
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pActor->spr.Angles.Yaw = plr->angle.ang;
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pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later.
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floorsprt = nullptr;
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}
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@ -1510,14 +1510,14 @@ void UpdatePlayerSpriteAngle(PLAYER* pp)
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{
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DSWActor* plActor = pp->actor;
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plActor->backupang();
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plActor->spr.Angles.Yaw = pp->angle.ang;
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plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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plActor = pp->PlayerUnderActor;
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if (!Prediction && plActor)
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{
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plActor->backupang();
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plActor->spr.Angles.Yaw = pp->angle.ang;
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plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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}
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}
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@ -1561,7 +1561,7 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist)
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if (MultiClipTurn(pp, sum, zz, floordist))
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{
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pp->angle.ang = sum;
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pp->actor->spr.Angles.Yaw = pp->angle.ang;
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pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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}
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}
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}
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@ -1595,7 +1595,7 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos)
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if (RectClipTurn(pp, sum, pos, opos))
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{
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pp->angle.ang = sum;
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pp->actor->spr.Angles.Yaw = pp->angle.ang;
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pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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}
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}
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}
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@ -1641,7 +1641,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
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}
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pp->angle.ang = new_ang;
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pp->actor->spr.Angles.Yaw = pp->angle.ang;
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pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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}
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OperateSectorObject(pp->sop, pp->angle.ang, pp->sop->pmid);
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@ -1850,7 +1850,7 @@ void UpdatePlayerSprite(PLAYER* pp)
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if (pp->Flags & (PF_DEAD))
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{
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ChangeActorSect(pp->actor, pp->cursector);
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actor->spr.Angles.Yaw = pp->angle.ang;
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actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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UpdatePlayerUnderSprite(pp);
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return;
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}
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@ -1896,7 +1896,7 @@ void UpdatePlayerSprite(PLAYER* pp)
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UpdatePlayerUnderSprite(pp);
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actor->spr.Angles.Yaw = pp->angle.ang;
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actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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}
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//---------------------------------------------------------------------------
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@ -6004,7 +6004,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
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plActor->spr.picnum = plActor->user.State->Pic;
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plActor->spr.picnum = plActor->user.State->Pic;
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->spr.Angles.Yaw = pp->angle.ang;
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plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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DoSpawnTeleporterEffect(plActor);
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PlaySound(DIGI_TELEPORT, pp, v3df_none);
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@ -12201,7 +12201,7 @@ int InitSwordAttack(PLAYER* pp)
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bubble = SpawnBubble(pp->actor);
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if (bubble != nullptr)
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{
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bubble->spr.Angles.Yaw = pp->angle.ang;
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bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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@ -12369,7 +12369,7 @@ int InitFistAttack(PLAYER* pp)
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bubble = SpawnBubble(pp->actor);
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if (bubble != nullptr)
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{
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bubble->spr.Angles.Yaw = pp->angle.ang;
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bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later.
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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