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- Remove local angle truncation in R_InterpolateView()
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* Genuinely see no need for this. If the local angle is BAM, why not just use it to its maximum precision?
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1 changed files with 2 additions and 2 deletions
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@ -528,8 +528,8 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
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(!netgame || !cl_noprediction) &&
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!LocalKeyboardTurner)
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{
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viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle & 0xFFFF0000)).Normalized180();
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DAngle delta = player->centering ? nullAngle : DAngle::fromBam(int(LocalViewPitch & 0xFFFF0000));
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viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle)).Normalized180();
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DAngle delta = player->centering ? nullAngle : DAngle::fromBam(LocalViewPitch);
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viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
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viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
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}
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