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- fixed compilation.
Forgot to save these before the last commit. :(
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2 changed files with 8 additions and 8 deletions
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@ -4873,19 +4873,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
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if (!(flags & VRF_NOANGLESTART))
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{
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mobj->VisibleStartAngle = anglestart;
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mobj->VisibleStartAngle = anglestart.Degrees;
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}
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if (!(flags & VRF_NOANGLEEND))
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{
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mobj->VisibleEndAngle = angleend;
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mobj->VisibleEndAngle = angleend.Degrees;
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}
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if (!(flags & VRF_NOPITCHSTART))
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{
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mobj->VisibleStartPitch = pitchstart;
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mobj->VisibleStartPitch = pitchstart.Degrees;
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}
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if (!(flags & VRF_NOPITCHEND))
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{
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mobj->VisibleEndPitch = pitchend;
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mobj->VisibleEndPitch = pitchend.Degrees;
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}
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ACTION_RETURN_BOOL(true);
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@ -1000,10 +1000,10 @@ bool AActor::IsInsideVisibleAngles() const
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if (p == nullptr || p->camera == nullptr)
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return true;
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DAngle anglestart = VisibleStartAngle;
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DAngle angleend = VisibleEndAngle;
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DAngle pitchstart = VisibleStartPitch;
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DAngle pitchend = VisibleEndPitch;
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DAngle anglestart = VisibleStartAngle.Degrees;
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DAngle angleend = VisibleEndAngle.Degrees;
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DAngle pitchstart = VisibleStartPitch.Degrees;
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DAngle pitchend = VisibleEndPitch.Degrees;
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if (anglestart > angleend)
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{
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