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- some remaining angle stuff in ripper code
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68608b081b
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2 changed files with 3 additions and 3 deletions
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@ -1023,7 +1023,7 @@ int DoRipperMoveHang(DSWActor* actor)
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actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
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actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
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// hang flush with the wall
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// hang flush with the wall
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actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512));
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actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
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return 0;
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return 0;
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}
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}
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@ -1019,7 +1019,7 @@ int DoRipper2MoveHang(DSWActor* actor)
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short w, nw;
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short w, nw;
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// Don't keep clinging and going ever higher!
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// Don't keep clinging and going ever higher!
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if (abs(actor->int_pos().Z - actor->user.targetActor->int_pos().Z) > (4000<<4))
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if (abs(actor->spr.pos.Z - actor->user.targetActor->spr.pos.Z) > 250)
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return 0;
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return 0;
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NewStateGroup(actor, actor->user.ActorActionSet->Special[1]);
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NewStateGroup(actor, actor->user.ActorActionSet->Special[1]);
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@ -1029,7 +1029,7 @@ int DoRipper2MoveHang(DSWActor* actor)
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actor->user.WaitTics = 0; // Double jump
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actor->user.WaitTics = 0; // Double jump
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// hang flush with the wall
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// hang flush with the wall
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actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512));
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actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
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return 0;
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return 0;
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}
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}
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