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- migrated all uses outside of track.cpp.
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2148dba3a6
commit
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4 changed files with 5 additions and 5 deletions
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@ -250,7 +250,7 @@ short RectClipTurn(PLAYER* pp, DAngle new_angl, DVector2* qpos, DVector2* opos)
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DAngle rot_angl;
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DAngle rot_angl;
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int point_num;
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int point_num;
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rot_angl = new_angl + DAngle::fromBuild(sop->int_i_spin_ang() - sop->int_i_ang_orig());
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rot_angl = new_angl + sop->spin_ang - sop->ang_orig;
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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{
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xy[i] = rotatepoint(pp->pos.XY(), opos[i], rot_angl);
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xy[i] = rotatepoint(pp->pos.XY(), opos[i], rot_angl);
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@ -163,7 +163,7 @@ short DoSOevent(short match, short state)
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vel_adj = -SP_TAG7(me_act);
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vel_adj = -SP_TAG7(me_act);
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}
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}
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sop->set_int_i_spin_speed(sop->int_i_spin_speed() + spin_adj);
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sop->spin_speed += DAngle::fromBuild(spin_adj);
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if (TEST_BOOL1(me_act))
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if (TEST_BOOL1(me_act))
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sop->vel_tgt += vel_adj;
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sop->vel_tgt += vel_adj;
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@ -4816,7 +4816,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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pp->sop = pp->sop_control = sop;
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pp->sop = pp->sop_control = sop;
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sop->controller = pp->actor;
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sop->controller = pp->actor;
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pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->int_i_ang());
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pp->angle.oang = pp->angle.ang = sop->ang;
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pp->pos.XY() = sop->pmid.XY();
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pp->pos.XY() = sop->pmid.XY();
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updatesector(pp->pos, &pp->cursector);
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updatesector(pp->pos, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->pos, &cz, &fz);
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getzsofslopeptr(pp->cursector, pp->pos, &cz, &fz);
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@ -4900,7 +4900,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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auto save_sect = pp->cursector;
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auto save_sect = pp->cursector;
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pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->int_i_ang());
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pp->angle.oang = pp->angle.ang = sop->ang;
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pp->pos.XY() = sop->pmid.XY();
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pp->pos.XY() = sop->pmid.XY();
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updatesector(pp->pos, &pp->cursector);
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updatesector(pp->pos, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->pos, &cz, &fz);
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getzsofslopeptr(pp->cursector, pp->pos, &cz, &fz);
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@ -1663,7 +1663,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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sop = &SectorObject[so_num];
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sop = &SectorObject[so_num];
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sop->set_int_i_ang_tgt(NORM_ANGLE(sop->int_i_ang_tgt() + 512));
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sop->ang_tgt += DAngle90;
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PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
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PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
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