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- moved Blood's velocity vector to DCoreActor.
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2f7995619e
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4 changed files with 13 additions and 10 deletions
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@ -45,6 +45,8 @@ public:
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DVector3 opos;
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int time;
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DAngle oang;
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vec3_t vel;
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int16_t spritesetindex;
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@ -209,6 +211,12 @@ public:
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spr.yint = int(spr.yint * v);
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}
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DVector3 fVel() const
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{
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return { FixedToFloat(vel.X), FixedToFloat(vel.Y), FixedToFloat(vel.Z) };
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}
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// Same as above but with inverted y and z axes to match the renderer's coordinate system.
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double interpolatedx(double const smoothratio, int const scale = 16)
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@ -677,7 +677,10 @@ void DCoreActor::Serialize(FSerializer& arc)
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("sprite", spr)
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("time", time)
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("spritesetindex", spritesetindex)
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("spriteext", sprext);
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("spriteext", sprext)
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("xvel", vel.X)
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("yvel", vel.Y)
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("zvel", vel.Z);
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if (arc.isReading()) spsmooth = {};
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}
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@ -19,7 +19,6 @@ class DBloodActor : public DCoreActor
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public:
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int dudeSlope;
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vec3_t vel;
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bool hasx;
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XSPRITE xspr;
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SPRITEHIT hit;
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@ -43,11 +42,6 @@ public:
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bool hasX() { return hasx; }
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void addX() { hasx = true; }
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DVector3 fVel() const
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{
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return { FixedToFloat(vel.X), FixedToFloat(vel.Y), FixedToFloat(vel.Z) };
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}
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void SetOwner(DBloodActor* own)
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{
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ownerActor = own;
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@ -471,9 +471,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDE
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void DBloodActor::Serialize(FSerializer& arc)
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{
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Super::Serialize(arc);
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arc("xvel", vel.X)
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("yvel", vel.Y)
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("zvel", vel.Z)
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arc
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("hasx", hasx)
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("basepoint", basePoint);
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