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- added wrappers, part 7 and final
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329a912041
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2 changed files with 7 additions and 6 deletions
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@ -1515,6 +1515,7 @@ struct SECTOR_OBJECT
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void set_int_i_ang(int i) { __i_ang = i; }
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void set_int_i_ang_tgt(int i) { __i_ang_tgt = i; }
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void set_int_i_ang_moving(int i) { __i_ang_moving = i; }
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void set_int_i_ang_orig(int i) { __i_ang_orig = i; }
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int16_t clipbox_num,
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@ -944,7 +944,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
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sop->wait_tics = 0;
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sop->set_int_i_spin_speed(0);
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sop->set_int_i_spin_ang(0);
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sop->__i_ang_orig = 0;
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sop->set_int_i_ang_orig(0);
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sop->clipdist = 1024;
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sop->target_dist = 0;
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sop->turn_speed = 4;
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@ -1204,7 +1204,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
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case SO_ANGLE:
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sop->set_int_i_ang(actor->int_ang());
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sop->set_int_i_ang_moving(actor->int_ang());
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sop->__i_ang_orig = sop->int_i_ang();
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sop->set_int_i_ang_orig(sop->int_i_ang());
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sop->set_int_i_last_ang(sop->int_i_ang());
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sop->set_int_i_spin_ang(0);
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KillActor(actor);
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@ -2639,10 +2639,10 @@ void DoTornadoObject(SECTOR_OBJECT* sop)
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// this made them move together more or less - cool!
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//static short ang = 1024;
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int ret;
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short *ang = &sop->__i_ang_moving;
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short ang = sop->__i_ang_moving;
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xvect = sop->vel * bcos(*ang);
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yvect = sop->vel * bcos(*ang);
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xvect = sop->vel * bcos(ang);
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yvect = sop->vel * bcos(ang);
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auto cursect = sop->op_main_sector; // for sop->vel
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double floor_dist = (abs(cursect->ceilingz - cursect->floorz)) * 0.25;
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@ -2654,7 +2654,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop)
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if (coll.type != kHitNone)
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{
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*ang = NORM_ANGLE(*ang + 1024 + RANDOM_P2(512) - 256);
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sop->set_int_i_ang_moving(NORM_ANGLE(ang + 1024 + RANDOM_P2(512) - 256));
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}
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TornadoSpin(sop);
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