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https://github.com/ZDoom/raze-gles.git
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- merged playerdata_t into player_struct
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parent
a40343ae00
commit
08909f414a
6 changed files with 23 additions and 30 deletions
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@ -387,7 +387,7 @@ void dokneeattack(int snum, int pi, const std::initializer_list<int> & respawnli
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p->addhoriz(-48);
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p->addhoriz(-48);
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else
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else
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{
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{
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g_player[snum].horizSkew = -48;
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p->horizSkew = -48;
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}
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}
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p->return_to_center = 9;
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p->return_to_center = 9;
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@ -786,13 +786,13 @@ void applylook(int snum, double factor)
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p->addlookang(factor * -0.25 * fix16_to_dbl(p->q16look_ang));
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p->addlookang(factor * -0.25 * fix16_to_dbl(p->q16look_ang));
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if (abs(p->q16look_ang) < FRACUNIT) p->q16look_ang = 0;
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if (abs(p->q16look_ang) < FRACUNIT) p->q16look_ang = 0;
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if (g_player[snum].lookLeft)
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if (p->lookLeft)
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{
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{
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p->addlookang(factor * -152);
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p->addlookang(factor * -152);
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p->addrotscrnang(factor * 24);
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p->addrotscrnang(factor * 24);
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}
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}
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if (g_player[snum].lookRight)
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if (p->lookRight)
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{
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{
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p->addlookang(factor * 152);
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p->addlookang(factor * 152);
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p->addrotscrnang(factor * 24);
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p->addrotscrnang(factor * 24);
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@ -823,14 +823,14 @@ void checklook(int snum, int sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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g_player[snum].lookLeft = false;
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p->lookLeft = false;
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if ((sb_snum & SKB_LOOK_LEFT) && !p->OnMotorcycle)
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if ((sb_snum & SKB_LOOK_LEFT) && !p->OnMotorcycle)
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{
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{
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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OnEvent(EVENT_LOOKLEFT, p->i, snum, -1);
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OnEvent(EVENT_LOOKLEFT, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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{
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{
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g_player[snum].lookLeft = true;
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p->lookLeft = true;
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}
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}
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}
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}
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@ -840,7 +840,7 @@ void checklook(int snum, int sb_snum)
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OnEvent(EVENT_LOOKRIGHT, p->i, snum, -1);
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OnEvent(EVENT_LOOKRIGHT, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
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{
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{
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g_player[snum].lookRight = true;
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p->lookRight = true;
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}
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}
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}
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}
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p->oq16ang = p->q16ang;
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p->oq16ang = p->q16ang;
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@ -860,9 +860,9 @@ void sethorizon(int snum, int sb_snum, double factor, bool frominput)
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auto p = &ps[snum];
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auto p = &ps[snum];
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// Calculate adjustment as true pitch (Fixed point nath really sucks...)
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// Calculate adjustment as true pitch (Fixed point nath really sucks...)
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if (g_player[snum].horizAngleAdjust)
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if (p->horizAngleAdjust)
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{
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{
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double horizAngle = atan2(p->q16horiz - F16(100), F16(128)) * (512. / pi::pi()) +factor * g_player[snum].horizAngleAdjust;
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double horizAngle = atan2(p->q16horiz - F16(100), F16(128)) * (512. / pi::pi()) +factor * p->horizAngleAdjust;
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p->q16horiz = F16(100) + int(F16(128) * tan(horizAngle * (pi::pi() / 512.)));
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p->q16horiz = F16(100) + int(F16(128) * tan(horizAngle * (pi::pi() / 512.)));
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}
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}
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else if (p->return_to_center > 0 && (sb_snum & (SKB_LOOK_UP | SKB_LOOK_DOWN)) == 0) // only snap back if no relevant button is pressed.
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else if (p->return_to_center > 0 && (sb_snum & (SKB_LOOK_UP | SKB_LOOK_DOWN)) == 0) // only snap back if no relevant button is pressed.
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@ -871,7 +871,7 @@ void sethorizon(int snum, int sb_snum, double factor, bool frominput)
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p->q16horiz += factor * (frominput? 2.016 : 1.) * (F16(33) - (p->q16horiz / 3)); // in P_GetInput this used different factors than in the original code. Hm...
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p->q16horiz += factor * (frominput? 2.016 : 1.) * (F16(33) - (p->q16horiz / 3)); // in P_GetInput this used different factors than in the original code. Hm...
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}
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}
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p->q16horiz += int(factor * g_player[snum].horizSkew);
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p->q16horiz += int(factor * p->horizSkew);
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if (p->aim_mode == 0)
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if (p->aim_mode == 0)
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{
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{
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@ -901,7 +901,7 @@ void playerCenterView(int snum)
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void horizAngleAdjust(int snum, int delta)
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void horizAngleAdjust(int snum, int delta)
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{
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{
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g_player[snum].horizAngleAdjust = delta;
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ps[snum].horizAngleAdjust = delta;
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}
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}
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void playerLookUp(int snum, ESyncBits sb_snum)
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void playerLookUp(int snum, ESyncBits sb_snum)
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@ -46,20 +46,9 @@ enum gamemode_t {
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};
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};
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typedef struct
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{
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float horizAngleAdjust;
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fix16_t horizSkew;
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bool lookLeft;
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bool lookRight;
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} playerdata_t;
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extern uint16_t frags[MAXPLAYERS][MAXPLAYERS];
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extern uint16_t frags[MAXPLAYERS][MAXPLAYERS];
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extern input_t sync[MAXPLAYERS];
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extern input_t sync[MAXPLAYERS];
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extern playerdata_t g_player[MAXPLAYERS];
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extern int16_t max_ammo_amount[MAX_WEAPONS];
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extern int16_t max_ammo_amount[MAX_WEAPONS];
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@ -2598,8 +2598,8 @@ void processinput_d(int snum)
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if (!synchronized_input)
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if (!synchronized_input)
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{
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{
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g_player[snum].horizAngleAdjust = 0;
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p->horizAngleAdjust = 0;
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g_player[snum].horizSkew = 0;
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p->horizSkew = 0;
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}
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}
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sb_snum = PlayerInputBits(snum, SKB_ALL);
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sb_snum = PlayerInputBits(snum, SKB_ALL);
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@ -3047,7 +3047,7 @@ HORIZONLY:
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if (p->hard_landing > 0)
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if (p->hard_landing > 0)
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{
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{
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g_player[snum].horizSkew = (-(p->hard_landing << 4)) * FRACUNIT;
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p->horizSkew = (-(p->hard_landing << 4)) * FRACUNIT;
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p->hard_landing--;
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p->hard_landing--;
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}
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}
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@ -3395,8 +3395,8 @@ void processinput_r(int snum)
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pi = p->i;
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pi = p->i;
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s = &sprite[pi];
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s = &sprite[pi];
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g_player[snum].horizAngleAdjust = 0;
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p->horizAngleAdjust = 0;
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g_player[snum].horizSkew = 0;
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p->horizSkew = 0;
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sb_snum = PlayerInputBits(snum, SKB_ALL);
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sb_snum = PlayerInputBits(snum, SKB_ALL);
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@ -4076,7 +4076,7 @@ HORIZONLY:
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}
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}
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if (p->hard_landing > 0)
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if (p->hard_landing > 0)
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{
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{
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g_player[snum].horizSkew = (-(p->hard_landing << 4)) * FRACUNIT;
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p->horizSkew = (-(p->hard_landing << 4)) * FRACUNIT;
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p->hard_landing--;
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p->hard_landing--;
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}
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}
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@ -192,6 +192,13 @@ struct player_struct
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int8_t crouch_toggle;
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int8_t crouch_toggle;
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// input stuff.
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float horizAngleAdjust;
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fix16_t horizSkew;
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bool lookLeft;
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bool lookRight;
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// Access helpers for the widened angle and horizon fields.
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// Access helpers for the widened angle and horizon fields.
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int getlookang() { return q16look_ang >> FRACBITS; }
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int getlookang() { return q16look_ang >> FRACBITS; }
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void setlookang(int b) { q16look_ang = b << FRACBITS; }
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void setlookang(int b) { q16look_ang = b << FRACBITS; }
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@ -71,7 +71,4 @@ int32_t PHEIGHT = PHEIGHT_DUKE;
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int32_t lastvisinc;
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int32_t lastvisinc;
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playerdata_t g_player[MAXPLAYERS];
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END_DUKE_NS
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END_DUKE_NS
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