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- eliminate the only use of zvel in tspritetype.
Since this never gets manipulated on the tsprite size, better get it directly from the actor so that the final velocity vector does not need to be in spritetype et.al.
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2 changed files with 2 additions and 2 deletions
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@ -466,7 +466,7 @@ struct spritetypebase
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int16_t intangle; // needs to be kept for SW's SP_TAG4
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int16_t xvel;
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int16_t yvel;
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union { int16_t zvel, inittype; }; // inittype, type and flags are for Blood.
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int16_t inittype; // was zvel. All accesses for that have been wrapped. inittype, type and flags are for Blood.
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union { int16_t lotag, type; };
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union { int16_t hitag, flags; };
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int16_t extra;
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@ -368,7 +368,7 @@ void DoMotionBlur(tspriteArray& tsprites, tspritetype const * const tsp)
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}
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else
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{
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z_amt_per_pixel = IntToFixed((int)-tsp->zvel)/tsp->xvel;
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z_amt_per_pixel = IntToFixed((int)-ownerActor->int_zvel())/tsp->xvel;
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}
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switch (ownerActor->user.motion_blur_dist)
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