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Ensure yaw resync in SW if player is rotated (like in a boat)
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379157708c
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3 changed files with 10 additions and 2 deletions
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@ -56,7 +56,7 @@ CUSTOM_CVAR(Int, gl_fogmode, 2, CVAR_ARCHIVE | CVAR_NOINITCALL)
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CVAR(Bool, gl_portals, true, 0)
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CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
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CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_seamless, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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@ -44,7 +44,7 @@ const char *GetVersionString();
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#define VERSIONSTR "1.7pre"
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#define RAZEXR_VERSIONSTR "RazeXR 0.2.2"
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#define RAZEXR_VERSIONSTR "RazeXR 0.2.3"
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 1,6,9999,0
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@ -39,6 +39,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "misc.h"
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#include "weapon.h"
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extern int resyncVRYawWithGame;
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BEGIN_SW_NS
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DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics);
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@ -1517,6 +1519,12 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
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// Last known angle is now adjusted by the delta angle
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pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw);
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//A VR thing..
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if (pp->RevolveAng.Degrees() != 0.0)
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{
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resyncVRYawWithGame = 1;
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}
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}
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// increment Players delta angle
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