- Change wrapper internals for previous yaw to the actor's sprite DRotator and make sure all the games load a level.

This commit is contained in:
Mitchell Richters 2022-12-04 22:36:10 +11:00 committed by Christoph Oelckers
parent a84e09048e
commit 24ec58f4e6
2 changed files with 2 additions and 5 deletions

View file

@ -334,8 +334,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
{
if (arc.BeginObject(keyname))
{
arc("ang", w.ZzANGLE())
("lookang", w.ZzLOOKANG)
arc("lookang", w.ZzLOOKANG)
("rotscrnang", w.ZzROTSCRNANG)
("spin", w.YawSpin)
("actor", w.pActor)
@ -346,7 +345,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
if (arc.isReading())
{
w.ZzOLDANGLE() = w.ZzANGLE();
w.ZzOLDLOOKANG = w.ZzLOOKANG;
w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
w.legacyDisabledYaw = w.legacyDisabledYaw;

View file

@ -12,8 +12,7 @@ struct PlayerAngles
DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; }
DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; }
DAngle& ZzANGLE() { return pActor->spr.Angles.Yaw; }
DAngle prevAngle;
DAngle& ZzOLDANGLE() { return prevAngle; }
DAngle& ZzOLDANGLE() { return pActor->PrevAngles.Yaw; }
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);