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- fixed AngleChase pitch calculation.
This had one variable replacement missing.
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@ -1031,7 +1031,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int threshol
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auto vec = nAngle.ToVector() * threshold * (1/64.) * cospitch;
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auto vec = nAngle.ToVector() * threshold * (1/64.) * cospitch;
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auto veclen = vec.Length();
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auto veclen = vec.Length();
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double zz = g_sindeg(pActor->vel.Z * 45) * veclen;
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double zz = pActor->pitch.Sin() * veclen;
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return movesprite(pActor, vec, zz * 16 + BobVal(zbob) * 2, 0, nClipType);
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return movesprite(pActor, vec, zz * 16 + BobVal(zbob) * 2, 0, nClipType);
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}
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}
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