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- Change wrapper internals for previous yaw to the actor's sprite DRotator and make sure all the games load a level.
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a84e09048e
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2 changed files with 2 additions and 5 deletions
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@ -334,8 +334,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
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{
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if (arc.BeginObject(keyname))
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{
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arc("ang", w.ZzANGLE())
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("lookang", w.ZzLOOKANG)
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arc("lookang", w.ZzLOOKANG)
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("rotscrnang", w.ZzROTSCRNANG)
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("spin", w.YawSpin)
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("actor", w.pActor)
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@ -346,7 +345,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
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if (arc.isReading())
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{
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w.ZzOLDANGLE() = w.ZzANGLE();
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w.ZzOLDLOOKANG = w.ZzLOOKANG;
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w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
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w.legacyDisabledYaw = w.legacyDisabledYaw;
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@ -12,8 +12,7 @@ struct PlayerAngles
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DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; }
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DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; }
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DAngle& ZzANGLE() { return pActor->spr.Angles.Yaw; }
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DAngle prevAngle;
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DAngle& ZzOLDANGLE() { return prevAngle; }
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DAngle& ZzOLDANGLE() { return pActor->PrevAngles.Yaw; }
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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