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- added: DECORATE now allows definitions of dynamic light attachments per state.
These are fully inheritable by subclasses unlike lights defined in GLDEFS. The light itself still needs to defined the old way in GLDEFS though. It's only the attachment that can now be done in DECORATE. Update to ZDoom r1935: - Removed the Actor uservar array and replaced it with user-defined variables. A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name instead of an array index. A_SetUserArray/SetUserArray/GetUserArray have been added to access elements in user-defined arrays. - Rewrote wide sky texture scaling again. This time, it should work for any size textures at any scale. I also tried doing sky scrolling on the sky cylinder, but that didn't look so good, so I left it in screen space. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@577 b0f79afe-0144-0410-b225-9a4edf0717df
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@ -2156,13 +2156,11 @@ void P_PlayerThink (player_t *player)
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player->mo->pitch -= look;
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if (look > 0)
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{ // look up
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if (player->mo->pitch < -ANGLE_1*MAX_UP_ANGLE)
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player->mo->pitch = -ANGLE_1*MAX_UP_ANGLE;
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player->mo->pitch = MAX(player->mo->pitch, screen->GetMaxViewPitch(false));
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}
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else
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{ // look down
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if (player->mo->pitch > ANGLE_1*MAX_DN_ANGLE)
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player->mo->pitch = ANGLE_1*MAX_DN_ANGLE;
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player->mo->pitch = MIN(player->mo->pitch, screen->GetMaxViewPitch(true));
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}
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}
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}
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