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- Annotate all player angles that are being set as the sprite angles to review later.
* Once the angles between player and sprite have been unified, these will be much harder to identify.
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parent
110cc5149d
commit
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7 changed files with 10 additions and 10 deletions
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@ -1334,7 +1334,7 @@ void movetransports_d(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].angle.ang = Owner->spr.Angles.Yaw;
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ps[p].angle.ang = Owner->spr.Angles.Yaw; // check me out later.
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if (Owner->GetOwner() != Owner)
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{
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@ -1222,7 +1222,7 @@ void movetransports_r(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].angle.ang = Owner->spr.Angles.Yaw;
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ps[p].angle.ang = Owner->spr.Angles.Yaw; // check me out later.
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if (Owner->GetOwner() != Owner)
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{
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@ -1945,7 +1945,7 @@ void rr_specialstats()
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{
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if (act2->spr.picnum == RRTELEPORTDEST)
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{
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ps[p].angle.ang = act2->spr.Angles.Yaw;
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ps[p].angle.ang = act2->spr.Angles.Yaw; // check me out later.
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ps[p].GetActor()->spr.pos = act2->spr.pos.plusZ(-36 + gs.playerheight);
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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@ -2833,7 +2833,7 @@ int ParseState::parse(void)
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case concmd_ifangdiffl:
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{
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insptr++;
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auto ang = absangle(ps[g_p].angle.ang, g_ac->spr.Angles.Yaw);
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auto ang = absangle(ps[g_p].angle.ang, g_ac->spr.Angles.Yaw); // check me out later.
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parseifelse( ang <= mapangle(*insptr));
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break;
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}
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@ -3949,7 +3949,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
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if (motosprite)
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{
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p->GetActor()->spr.pos.XY() = motosprite->spr.pos.XY();
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p->angle.ang = motosprite->spr.Angles.Yaw;
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p->angle.ang = motosprite->spr.Angles.Yaw; // check me out later.
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p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
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motosprite->Destroy();
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}
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@ -4023,7 +4023,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
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if (boat)
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{
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p->GetActor()->spr.pos.XY() = boat->spr.pos.XY();
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p->angle.ang = boat->spr.Angles.Yaw;
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p->angle.ang = boat->spr.Angles.Yaw; // check me out later.
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p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
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boat->Destroy();
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}
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@ -626,7 +626,7 @@ void resetpspritevars(int g, const DVector3& startpos)
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act->SetOwner(act);
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ps[j].setbobpos();
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ps[j].angle.oang = ps[j].angle.ang = act->spr.Angles.Yaw;
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ps[j].angle.oang = ps[j].angle.ang = act->spr.Angles.Yaw; // check me out later.
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updatesector(act->spr.pos, &ps[j].cursector);
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@ -293,7 +293,7 @@ void RestartPlayer(int nPlayer)
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pActor->spr.pos = nNStartSprite->spr.pos;
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ChangeActorSect(pActor, nNStartSprite->sector());
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plr->angle.ang = nNStartSprite->spr.Angles.Yaw;
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plr->angle.ang = nNStartSprite->spr.Angles.Yaw; // check me out later.
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pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later.
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floorsprt = insertActor(pActor->sector(), 0);
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@ -5334,7 +5334,7 @@ void DoPlayerStopOperate(PLAYER* pp)
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{
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DSWActor* rsp = pp->remoteActor;
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if (TEST_BOOL1(rsp))
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pp->angle.ang = pp->angle.oang = rsp->spr.Angles.Yaw;
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pp->angle.ang = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later.
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else
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pp->angle.ang = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
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}
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@ -7203,7 +7203,7 @@ void PlayerSpawnPosition(PLAYER* pp)
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ASSERT(spawn_sprite != nullptr);
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pp->angle.ang = pp->angle.oang = spawn_sprite->spr.Angles.Yaw;
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pp->angle.ang = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later.
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pp->setcursector(spawn_sprite->sector());
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if (pp->actor)
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