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The GL part of Quake Rolls.
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@ -799,7 +799,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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double alen = sqrt(angx*angx + angy*angy);
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double alen = sqrt(angx*angx + angy*angy);
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mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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mAngles.Roll.Degrees = camera->Angles.Roll.Degrees;
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mAngles.Roll.Degrees = ViewRoll.Degrees;
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// Scroll the sky
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// Scroll the sky
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mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
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mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
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