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- map to final names.
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parent
6ced076812
commit
c5414bd29c
6 changed files with 38 additions and 34 deletions
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@ -582,17 +582,17 @@ struct PLAYER
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union
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{
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vec3_t __int_ppos;
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//vec3_t pos;
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vec3_t pos;
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};
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union
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{
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vec3_t __int_popos;
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//vec3_t opos;
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vec3_t opos;
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};
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union
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{
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vec3_t __int_poldpos;
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//vec3_t oldpos;
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vec3_t oldpos;
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};
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const vec3_t int_ppos() const
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{
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@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
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// If player is dead still then update at MoveSkip4
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// rate.
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if (pp->int_ppos().X == pp->__int_popos.X && pp->int_ppos().Y == pp->__int_popos.Y && pp->int_ppos().Z == pp->__int_popos.Z)
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if (pp->pos.X == pp->opos.X && pp->pos.Y == pp->opos.Y && pp->pos.Z == pp->opos.Z)
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DoCam = true;
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@ -51,7 +51,8 @@ BEGIN_SW_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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Player->set_int_ppos({x,y,z});
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Player->__int_popos = Player->int_ppos();
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Player->opos = Player->pos;
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if (ang != INT_MIN)
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{
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@ -1271,14 +1271,18 @@ void DoPlayerTeleportPause(PLAYER* pp)
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void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang)
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{
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pp->angle.ang = pp->angle.oang = DAngle::fromBuild(ang);
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pp->__int_ppos.X = pp->__int_popos.X = pp->__int_poldpos.X = pos->X;
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pp->__int_ppos.Y = pp->__int_popos.Y = pp->__int_poldpos.Y = pos->Y;
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pp->__int_ppos.X = pos->X;
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pp->__int_ppos.Y = pos->Y;
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//getzsofslopeptr(actor->sector(), pp->posx, pp->posy, &cz, &fz);
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pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY();
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//getzsofslopeptr(actor->s
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// ector(), pp->posx, pp->posy, &cz, &fz);
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//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(pos->Z - PLAYER_HEIGHT);
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pp->__int_popos.Z = pp->int_ppos().Z;
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pp->opos.Z = pp->pos.Z;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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pp->Flags2 |= (PF2_TELEPORTED);
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@ -1286,8 +1290,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang)
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void DoPlayerTeleportToOffset(PLAYER* pp)
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{
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pp->__int_popos.X = pp->__int_poldpos.X = pp->int_ppos().X;
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pp->__int_popos.Y = pp->__int_poldpos.Y = pp->int_ppos().Y;
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pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY();
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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pp->Flags2 |= (PF2_TELEPORTED);
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@ -1932,7 +1935,7 @@ void PlayerCheckValidMove(PLAYER* pp)
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{
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if (!pp->insector())
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{
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pp->__int_ppos = pp->__int_poldpos;
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pp->pos = pp->oldpos;
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pp->cursector = pp->lastcursector;
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}
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}
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@ -1988,7 +1991,7 @@ void DoPlayerMove(PLAYER* pp)
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DoPlayerTurn(pp, pp->input.avel, 1);
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}
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pp->__int_poldpos = pp->int_ppos();
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pp->oldpos = pp->pos;
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pp->lastcursector = pp->cursector;
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if (PLAYER_MOVING(pp) == 0)
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@ -2036,7 +2039,7 @@ void DoPlayerMove(PLAYER* pp)
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auto sect = pp->cursector;
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if (interpolate_ride)
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{
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pp->__int_popos.XY() = pp->int_ppos().XY();
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pp->opos.XY() = pp->pos.XY();
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}
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pp->add_int_ppos_XY({ pp->vect.X >> 14, pp->vect.Y >> 14 });
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, §);
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@ -2061,7 +2064,7 @@ void DoPlayerMove(PLAYER* pp)
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if (interpolate_ride)
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{
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pp->__int_popos.XY() = pp->int_ppos().XY();
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pp->opos.XY() = pp->pos.XY();
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}
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auto save_cstat = actor->spr.cstat;
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@ -2090,7 +2093,7 @@ void DoPlayerMove(PLAYER* pp)
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if (interpolate_ride)
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{
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pp->__int_popos.Z = pp->int_ppos().Z;
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pp->opos.Z = pp->pos.Z;
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pp->angle.backup();
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}
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@ -3532,7 +3535,7 @@ void PlayerWarpUpdatePos(PLAYER* pp)
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if (Prediction)
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return;
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pp->__int_popos = pp->int_ppos();
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pp->opos = pp->pos;
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DoPlayerZrange(pp);
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UpdatePlayerSprite(pp);
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}
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@ -4035,7 +4038,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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pp->set_int_ppos_Z(under_act->sector()->int_ceilingz() + Z(6));
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pp->__int_popos = pp->int_ppos();
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pp->opos = pp->pos;
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DoPlayerZrange(pp);
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return;
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@ -4105,7 +4108,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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pp->add_int_ppos_Z(-Z(pp->WadeDepth));
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pp->__int_popos = pp->int_ppos();
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pp->opos = pp->pos;
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return;
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}
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@ -6346,7 +6349,7 @@ void MoveSkipSavePos(void)
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{
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pp = Player + pnum;
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pp->__int_popos = pp->int_ppos();
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pp->opos = pp->pos;
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pp->obob_z = pp->bob_z;
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pp->angle.backup();
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pp->horizon.backup();
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@ -6676,7 +6679,7 @@ void InitAllPlayers(void)
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// Initialize all [MAX_SW_PLAYERS] arrays here!
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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pp->__int_ppos = pp->__int_popos = pfirst->int_ppos();
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pp->pos = pp->opos = pfirst->pos;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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pp->cursector = pfirst->cursector;
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@ -6685,8 +6688,8 @@ void InitAllPlayers(void)
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//pp->MaxHealth = 100;
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pp->__int_poldpos.X = 0;
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pp->__int_poldpos.Y = 0;
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pp->oldpos.X = 0;
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pp->oldpos.Y = 0;
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pp->climb_ndx = 10;
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pp->KillerActor = nullptr;
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pp->Kills = 0;
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@ -6824,7 +6827,8 @@ void PlayerSpawnPosition(PLAYER* pp)
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ASSERT(spawn_sprite != nullptr);
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pp->__int_ppos = pp->__int_popos = spawn_sprite->int_pos();
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pp->__int_ppos = spawn_sprite->int_pos();
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pp->opos = pp->pos;
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pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle;
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pp->setcursector(spawn_sprite->sector());
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@ -6833,7 +6837,7 @@ void PlayerSpawnPosition(PLAYER* pp)
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if (pp->int_ppos().Z > fz - PLAYER_HEIGHT)
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{
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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pp->__int_popos.Z = pp->int_ppos().Z;
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pp->opos.Z = pp->pos.Z;
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}
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}
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@ -436,9 +436,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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{
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if (arc.BeginObject(keyname))
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{
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arc("x", w.__int_ppos.X)
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("y", w.__int_ppos.Y)
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("z", w.__int_ppos.Z)
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arc("x", w.pos.X)
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("y", w.pos.Y)
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("z", w.pos.Z)
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("lv_sectnum", w.lv_sector)
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("lv_x", w.lv.X)
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("lv_y", w.lv.Y)
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@ -489,9 +489,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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("recoil_ndx", w.recoil_ndx)
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("recoil_horizoff", w.recoil_horizoff)
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("recoil_ohorizoff", w.recoil_ohorizoff)
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("oldposx", w.__int_poldpos.X)
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("oldposy", w.__int_poldpos.Y)
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("oldposz", w.__int_poldpos.Z)
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("oldposx", w.oldpos.X)
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("oldposy", w.oldpos.Y)
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("oldposz", w.oldpos.Z)
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("revolvex", w.Revolve.X)
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("revolvey", w.Revolve.Y)
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("RevolveDeltaAng", w.RevolveDeltaAng)
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@ -580,7 +580,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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}
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if (arc.isReading())
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{
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w.__int_popos = w.__int_ppos;
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w.opos = w.pos;
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w.oz_speed = w.z_speed;
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w.ovect.X = w.vect.X;
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w.ovect.Y = w.vect.Y;
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@ -1470,8 +1470,7 @@ void PreMapCombineFloors(void)
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if (itsect == dasect)
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{
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pp->add_int_ppos_XY({ dx, dy });
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pp->__int_popos.X = pp->__int_poldpos.X = pp->__int_ppos.X;
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pp->__int_popos.Y = pp->__int_poldpos.Y = pp->__int_ppos.Y;
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pp->opos.XY() = pp->oldpos.XY() = pp->pos.XY();
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break;
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}
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}
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