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- Change wrapper internals for previous pitch to the actor's sprite DRotator and make sure all the games load a level.
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2 changed files with 1 additions and 4 deletions
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@ -340,7 +340,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
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("spin", w.YawSpin)
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("actor", w.pActor)
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("inputdisabled", w.legacyDisabledYaw)
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("horiz", w.ZzHORIZON())
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("horizoff", w.ZzHORIZOFF)
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("inputdisabled", w.legacyDisabledPitch)
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.EndObject();
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@ -352,7 +351,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
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w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
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w.legacyDisabledYaw = w.legacyDisabledYaw;
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w.resetAdjustmentYaw();
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w.ZzOLDHORIZON() = w.ZzHORIZON();
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w.ZzOHORIZOFF = w.ZzHORIZOFF;
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w.legacyDisabledPitch = w.legacyDisabledPitch;
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w.resetAdjustmentPitch();
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@ -10,8 +10,7 @@ struct PlayerAngles
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{
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// Temporary wrappers.
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DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; }
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DAngle prevHoriz;
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DAngle& ZzOLDHORIZON() { return prevHoriz; }
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DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; }
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DAngle thisAngle;
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DAngle& ZzANGLE() { return thisAngle; }
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DAngle prevAngle;
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