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https://github.com/ZDoom/gzdoom.git
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Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
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3e69e44763
commit
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8 changed files with 36 additions and 16 deletions
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@ -995,6 +995,7 @@ public:
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DVector3 OldRenderPos;
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DVector3 OldRenderPos;
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DVector3 Vel;
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DVector3 Vel;
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DVector2 SpriteOffset;
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double Speed;
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double Speed;
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double FloatSpeed;
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double FloatSpeed;
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@ -365,6 +365,7 @@ void AActor::Serialize(FSerializer &arc)
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A("spawntime", SpawnTime)
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A("spawntime", SpawnTime)
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A("spawnorder", SpawnOrder)
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A("spawnorder", SpawnOrder)
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A("friction", Friction)
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A("friction", Friction)
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A("SpriteOffset", SpriteOffset)
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A("userlights", UserLights);
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A("userlights", UserLights);
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SerializeTerrain(arc, "floorterrain", floorterrain, &def->floorterrain);
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SerializeTerrain(arc, "floorterrain", floorterrain, &def->floorterrain);
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@ -899,11 +899,10 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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r.Scale(sprscale.X, sprscale.Y);
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r.Scale(sprscale.X, sprscale.Y);
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float rightfac = -r.left;
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float SpriteOffY = thing->SpriteOffset.Y;
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float rightfac = -r.left - thing->SpriteOffset.X;
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float leftfac = rightfac - r.width;
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float leftfac = rightfac - r.width;
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float bottomfac = -r.top;
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z1 = z - r.top - SpriteOffY;
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float topfac = bottomfac - r.height;
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z1 = z - r.top;
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z2 = z1 - r.height;
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z2 = z1 - r.height;
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float spriteheight = sprscale.Y * r.height;
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float spriteheight = sprscale.Y * r.height;
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@ -914,31 +913,39 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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PerformSpriteClipAdjustment(thing, thingpos, spriteheight);
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PerformSpriteClipAdjustment(thing, thingpos, spriteheight);
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}
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}
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float viewvecX;
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float viewvecY;
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switch (spritetype)
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switch (spritetype)
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{
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{
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case RF_FACESPRITE:
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case RF_FACESPRITE:
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viewvecX = vp.ViewVector.X;
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{
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viewvecY = vp.ViewVector.Y;
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float viewvecX = vp.ViewVector.X;
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float viewvecY = vp.ViewVector.Y;
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x1 = x - viewvecY*leftfac;
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x1 = x - viewvecY*leftfac;
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x2 = x - viewvecY*rightfac;
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x2 = x - viewvecY*rightfac;
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y1 = y + viewvecX*leftfac;
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y1 = y + viewvecX*leftfac;
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y2 = y + viewvecX*rightfac;
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y2 = y + viewvecX*rightfac;
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break;
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break;
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}
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case RF_FLATSPRITE:
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case RF_FLATSPRITE:
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{
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{
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float bottomfac = -r.top - SpriteOffY;
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float topfac = bottomfac - r.height;
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x1 = x + leftfac;
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x1 = x + leftfac;
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x2 = x + rightfac;
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x2 = x + rightfac;
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y1 = y - topfac;
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y1 = y - topfac;
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y2 = y - bottomfac;
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y2 = y - bottomfac;
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}
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// [MC] Counteract in case of any potential problems. Tests so far haven't
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// shown any outstanding issues but that doesn't mean they won't appear later
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// when more features are added.
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z1 += SpriteOffY;
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z2 += SpriteOffY;
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break;
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break;
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}
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case RF_WALLSPRITE:
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case RF_WALLSPRITE:
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viewvecX = Angles.Yaw.Cos();
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{
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viewvecY = Angles.Yaw.Sin();
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float viewvecX = Angles.Yaw.Cos();
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float viewvecY = Angles.Yaw.Sin();
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x1 = x + viewvecY*leftfac;
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x1 = x + viewvecY*leftfac;
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x2 = x + viewvecY*rightfac;
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x2 = x + viewvecY*rightfac;
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@ -947,6 +954,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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break;
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break;
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}
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}
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}
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}
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}
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else
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else
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{
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{
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x1 = x2 = x;
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x1 = x2 = x;
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@ -1004,9 +1004,9 @@ namespace swrenderer
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bool RenderOpaquePass::GetThingSprite(AActor *thing, ThingSprite &sprite)
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bool RenderOpaquePass::GetThingSprite(AActor *thing, ThingSprite &sprite)
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{
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{
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// The X offsetting (SpriteOffset.X) is performed in r_sprite.cpp, in RenderSprite::Project().
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sprite.pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
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sprite.pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
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sprite.pos.Z += thing->GetBobOffset(Thread->Viewport->viewpoint.TicFrac);
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sprite.pos.Z += thing->GetBobOffset(Thread->Viewport->viewpoint.TicFrac) - thing->SpriteOffset.Y;
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sprite.spritenum = thing->sprite;
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sprite.spritenum = thing->sprite;
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sprite.tex = nullptr;
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sprite.tex = nullptr;
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sprite.voxel = nullptr;
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sprite.voxel = nullptr;
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@ -81,8 +81,11 @@ namespace swrenderer
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const double thingxscalemul = spriteScale.X / tex->GetScale().X;
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const double thingxscalemul = spriteScale.X / tex->GetScale().X;
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// Calculate billboard line for the sprite
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// Calculate billboard line for the sprite
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double SpriteOffX = (thing) ? thing->SpriteOffset.X : 0.;
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DVector2 dir = { viewport->viewpoint.Sin, -viewport->viewpoint.Cos };
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DVector2 dir = { viewport->viewpoint.Sin, -viewport->viewpoint.Cos };
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DVector2 pt1 = pos.XY() - viewport->viewpoint.Pos.XY() - dir * (((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->GetLeftOffsetSW() - 1) : tex->GetLeftOffsetSW()) * thingxscalemul);
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DVector2 trs = pos.XY() - viewport->viewpoint.Pos.XY();
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trs = { trs.X + SpriteOffX * dir.X, trs.Y + SpriteOffX * dir.Y };
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DVector2 pt1 = trs - dir * (((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->GetLeftOffsetSW() - 1) : tex->GetLeftOffsetSW()) * thingxscalemul);
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DVector2 pt2 = pt1 + dir * (tex->GetWidth() * thingxscalemul);
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DVector2 pt2 = pt1 + dir * (tex->GetWidth() * thingxscalemul);
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FWallCoords wallc;
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FWallCoords wallc;
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@ -1775,6 +1775,7 @@ DEFINE_FIELD_NAMED(AActor, __Pos, pos)
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DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
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DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
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DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
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DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
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DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
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DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
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DEFINE_FIELD(AActor, SpriteOffset)
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DEFINE_FIELD(AActor, Prev)
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DEFINE_FIELD(AActor, Prev)
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DEFINE_FIELD(AActor, SpriteAngle)
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DEFINE_FIELD(AActor, SpriteAngle)
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DEFINE_FIELD(AActor, SpriteRotation)
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DEFINE_FIELD(AActor, SpriteRotation)
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@ -95,4 +95,9 @@ extend class Actor
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}
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}
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}
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}
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void A_SpriteOffset(double ox = 0.0, double oy = 0.0)
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{
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SpriteOffset.X = ox;
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SpriteOffset.Y = oy;
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}
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}
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}
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@ -89,6 +89,7 @@ class Actor : Thinker native
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native PlayerInfo Player;
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native PlayerInfo Player;
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native readonly vector3 Pos;
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native readonly vector3 Pos;
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native vector3 Prev;
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native vector3 Prev;
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native vector2 SpriteOffset;
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native double spriteAngle;
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native double spriteAngle;
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native double spriteRotation;
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native double spriteRotation;
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native double VisibleStartAngle;
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native double VisibleStartAngle;
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