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https://github.com/DrBeef/Raze.git
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- Rename PlayerAngle::rotscrnang
in preparation for replacement work.
This commit is contained in:
parent
3a0ec29c18
commit
7d34288290
9 changed files with 23 additions and 23 deletions
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@ -225,14 +225,14 @@ void PlayerHorizon::applyPitch(float const horz, ESyncBits* actions, double cons
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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{
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// Process angle return to zeros.
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// Process angle return to zeros.
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scaletozero(rotscrnang, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(ZzROTSCRNANG, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(ZzLOOKANG, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(ZzLOOKANG, YAW_LOOKRETURN, scaleAdjust);
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// Process keyboard input.
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// Process keyboard input.
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if (auto looking = !!(*actions & SB_LOOK_RIGHT) - !!(*actions & SB_LOOK_LEFT))
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if (auto looking = !!(*actions & SB_LOOK_RIGHT) - !!(*actions & SB_LOOK_LEFT))
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{
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{
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ZzLOOKANG += getTicrateScale(YAW_LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * looking;
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ZzLOOKANG += getTicrateScale(YAW_LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * looking;
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rotscrnang -= getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking;
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ZzROTSCRNANG -= getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking;
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}
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}
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if (!movementlocked())
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if (!movementlocked())
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@ -336,7 +336,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
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{
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{
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arc("ang", w.ZzANGLE)
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arc("ang", w.ZzANGLE)
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("lookang", w.ZzLOOKANG)
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("lookang", w.ZzLOOKANG)
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("rotscrnang", w.rotscrnang)
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("rotscrnang", w.ZzROTSCRNANG)
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("spin", w.spin)
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("spin", w.spin)
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("inputdisabled", w.inputdisabled)
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("inputdisabled", w.inputdisabled)
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.EndObject();
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.EndObject();
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@ -345,7 +345,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
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{
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{
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w.ZzOLDANGLE = w.ZzANGLE;
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w.ZzOLDANGLE = w.ZzANGLE;
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w.ZzOLDLOOKANG = w.ZzLOOKANG;
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w.ZzOLDLOOKANG = w.ZzLOOKANG;
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w.orotscrnang = w.rotscrnang;
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w.orotscrnang = w.ZzROTSCRNANG;
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w.inputdisabled = w.inputdisabled;
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w.inputdisabled = w.inputdisabled;
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w.resetadjustment();
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w.resetadjustment();
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}
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}
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@ -100,7 +100,7 @@ private:
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struct PlayerAngle
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struct PlayerAngle
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{
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{
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DAngle ZzANGLE, ZzOLDANGLE, ZzLOOKANG, ZzOLDLOOKANG, rotscrnang, orotscrnang, spin;
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DAngle ZzANGLE, ZzOLDANGLE, ZzLOOKANG, ZzOLDLOOKANG, ZzROTSCRNANG, orotscrnang, spin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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@ -112,13 +112,13 @@ struct PlayerAngle
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{
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{
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ZzOLDANGLE = ZzANGLE;
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ZzOLDANGLE = ZzANGLE;
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ZzOLDLOOKANG = ZzLOOKANG;
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ZzOLDLOOKANG = ZzLOOKANG;
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orotscrnang = rotscrnang;
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orotscrnang = ZzROTSCRNANG;
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}
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}
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void restore()
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void restore()
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{
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{
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ZzANGLE = ZzOLDANGLE;
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ZzANGLE = ZzOLDANGLE;
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ZzLOOKANG = ZzOLDLOOKANG;
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ZzLOOKANG = ZzOLDLOOKANG;
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rotscrnang = orotscrnang;
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ZzROTSCRNANG = orotscrnang;
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}
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}
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// Commonly used getters.
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// Commonly used getters.
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@ -127,9 +127,9 @@ struct PlayerAngle
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
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DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); }
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DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); }
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DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); }
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DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, ZzROTSCRNANG, interpfrac); }
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DAngle renderlookang(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : interpolatedlookang(interpfrac); }
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DAngle renderlookang(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : interpolatedlookang(interpfrac); }
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DAngle renderrotscrn(double const interpfrac) { return !SyncInput() ? rotscrnang : interpolatedrotscrn(interpfrac); }
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DAngle renderrotscrn(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : interpolatedrotscrn(interpfrac); }
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// Ticrate playsim adjustment helpers.
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = nullAngle; }
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void resetadjustment() { adjustment = nullAngle; }
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@ -503,7 +503,7 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s
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{
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{
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cA = pPlayer->angle.sum();
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cA = pPlayer->angle.sum();
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cH = pPlayer->horizon.horizSUM();
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cH = pPlayer->horizon.horizSUM();
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rotscrnang = pPlayer->angle.rotscrnang;
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rotscrnang = pPlayer->angle.ZzROTSCRNANG;
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}
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}
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else
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else
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{
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{
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@ -710,8 +710,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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break;
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case PLAYER_ROTSCRNANG:
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case PLAYER_ROTSCRNANG:
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if (bSet) ps[iPlayer].angle.orotscrnang = ps[iPlayer].angle.rotscrnang = mapangle(lValue);
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if (bSet) ps[iPlayer].angle.orotscrnang = ps[iPlayer].angle.ZzROTSCRNANG = mapangle(lValue);
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else SetGameVarID(lVar2, ps[iPlayer].angle.rotscrnang.Buildang(), sActor, sPlayer);
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else SetGameVarID(lVar2, ps[iPlayer].angle.ZzROTSCRNANG.Buildang(), sActor, sPlayer);
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break;
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break;
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case PLAYER_DEAD_FLAG:
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case PLAYER_DEAD_FLAG:
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@ -2261,7 +2261,7 @@ int ParseState::parse(void)
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ps[g_p].weapreccnt = 0;
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ps[g_p].weapreccnt = 0;
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ps[g_p].ftq = 0;
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ps[g_p].ftq = 0;
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ps[g_p].vel.X = ps[g_p].vel.Y = 0;
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ps[g_p].vel.X = ps[g_p].vel.Y = 0;
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if (!isRR()) ps[g_p].angle.orotscrnang = ps[g_p].angle.rotscrnang = nullAngle;
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if (!isRR()) ps[g_p].angle.orotscrnang = ps[g_p].angle.ZzROTSCRNANG = nullAngle;
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ps[g_p].falling_counter = 0;
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ps[g_p].falling_counter = 0;
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@ -119,7 +119,7 @@ void forceplayerangle(int snum)
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p->horizon.addPitch(DAngle::fromDeg(-26.566));
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p->horizon.addPitch(DAngle::fromDeg(-26.566));
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p->sync.actions |= SB_CENTERVIEW;
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p->sync.actions |= SB_CENTERVIEW;
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p->angle.rotscrnang = p->angle.ZzLOOKANG = (DAngle22_5 - randomAngle(45)) / 2.;
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p->angle.ZzROTSCRNANG = p->angle.ZzLOOKANG = (DAngle22_5 - randomAngle(45)) / 2.;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -629,7 +629,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0);
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pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0);
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if (floorz > ceilingz + 16 && actor->spr.pal != 1)
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if (floorz > ceilingz + 16 && actor->spr.pal != 1)
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p->angle.rotscrnang = DAngle::fromBuild(p->dead_flag + ((floorz + p->GetActor()->getOffsetZ()) * 2));
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p->angle.ZzROTSCRNANG = DAngle::fromBuild(p->dead_flag + ((floorz + p->GetActor()->getOffsetZ()) * 2));
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p->on_warping_sector = 0;
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p->on_warping_sector = 0;
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@ -741,13 +741,13 @@ void player_struct::apply_seasick(double factor)
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if (SeaSick < 250)
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if (SeaSick < 250)
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{
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{
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if (SeaSick >= 180)
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if (SeaSick >= 180)
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angle.rotscrnang += DAngle::fromDeg(24 * factor * BAngToDegree);
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angle.ZzROTSCRNANG += DAngle::fromDeg(24 * factor * BAngToDegree);
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else if (SeaSick >= 130)
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else if (SeaSick >= 130)
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angle.rotscrnang -= DAngle::fromDeg(24 * factor * BAngToDegree);
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angle.ZzROTSCRNANG -= DAngle::fromDeg(24 * factor * BAngToDegree);
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else if (SeaSick >= 70)
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else if (SeaSick >= 70)
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angle.rotscrnang += DAngle::fromDeg(24 * factor * BAngToDegree);
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angle.ZzROTSCRNANG += DAngle::fromDeg(24 * factor * BAngToDegree);
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else if (SeaSick >= 20)
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else if (SeaSick >= 20)
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angle.rotscrnang -= DAngle::fromDeg(24 * factor * BAngToDegree);
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angle.ZzROTSCRNANG -= DAngle::fromDeg(24 * factor * BAngToDegree);
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}
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}
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if (SeaSick < 250)
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if (SeaSick < 250)
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angle.ZzLOOKANG = DAngle::fromDeg(((krand() & 255) - 128) * factor * BAngToDegree);
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angle.ZzLOOKANG = DAngle::fromDeg(((krand() & 255) - 128) * factor * BAngToDegree);
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@ -152,7 +152,7 @@ void resetplayerstats(int snum)
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p->holoduke_on = nullptr;
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p->holoduke_on = nullptr;
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p->angle.ZzOLDLOOKANG = p->angle.ZzLOOKANG = (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90;
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p->angle.ZzOLDLOOKANG = p->angle.ZzLOOKANG = (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90;
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p->angle.orotscrnang = p->angle.rotscrnang = nullAngle;
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p->angle.orotscrnang = p->angle.ZzROTSCRNANG = nullAngle;
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p->newOwner =nullptr;
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p->newOwner =nullptr;
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p->jumping_counter = 0;
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p->jumping_counter = 0;
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@ -271,7 +271,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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setgamepalette(setpal(p));
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setgamepalette(setpal(p));
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// set screen rotation.
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// set screen rotation.
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rotscrnang = !SyncInput() ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(interpfrac);
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rotscrnang = !SyncInput() ? p->angle.ZzROTSCRNANG : p->angle.interpolatedrotscrn(interpfrac);
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// use player's actor initially.
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// use player's actor initially.
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viewer = p->GetActor();
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viewer = p->GetActor();
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@ -236,7 +236,7 @@ void DrawView(double interpfrac, bool sceneonly)
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{
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{
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nCamerapan = PlayerList[nLocalPlayer].horizon.horizSUM();
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nCamerapan = PlayerList[nLocalPlayer].horizon.horizSUM();
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nCameraang = PlayerList[nLocalPlayer].angle.sum();
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nCameraang = PlayerList[nLocalPlayer].angle.sum();
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rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
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rotscrnang = PlayerList[nLocalPlayer].angle.ZzROTSCRNANG;
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}
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}
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else
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else
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{
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{
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@ -1252,7 +1252,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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{
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{
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tang = pp->angle.sum();
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tang = pp->angle.sum();
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thoriz = pp->horizon.horizSUM();
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thoriz = pp->horizon.horizSUM();
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trotscrnang = pp->angle.rotscrnang;
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trotscrnang = pp->angle.ZzROTSCRNANG;
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}
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}
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tsect = camerapp->cursector;
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tsect = camerapp->cursector;
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