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- SW: Fix automap sprite angle which was not right with unsynchronised input.
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1 changed files with 3 additions and 2 deletions
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@ -1438,7 +1438,8 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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{
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if (p == screenpeek)
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{
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auto actor = Player[p].actor;
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auto pp = &Player[p];
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auto actor = pp->actor;
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if (actor->vel.X > 1) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
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sprisplayer = true;
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@ -1457,7 +1458,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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if (spnum >= 0)
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{
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const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
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const auto daang = -(pp->Angles.RenderAngles.Yaw - cang).Normalized360().Degrees();
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auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
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// This repeat scale is correct.
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