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- Duke: Revert backing up of sprite's ang
to tempang
from be12da6bfb
and subsequent interpolation of sprite's ang in 21da658617
and directly update the sprite's angle in gi->GetInput()
like the other games.
* Fixes #251.
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parent
b191a482d6
commit
22f28477e4
3 changed files with 2 additions and 2 deletions
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@ -5394,7 +5394,6 @@ void recordoldspritepos()
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ac->bposx = ac->s.x;
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ac->bposy = ac->s.y;
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ac->bposz = ac->s.z;
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ac->tempang = ac->s.ang;
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}
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}
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}
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@ -561,7 +561,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
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auto pspr = &act->s;
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x1 = act->bposx + MulScale(pspr->x - act->bposx, smoothratio, 16) - cposx;
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y1 = act->bposy + MulScale(pspr->y - act->bposy, smoothratio, 16) - cposy;
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daang = (act->tempang + MulScale(((pspr->ang + 1024 - act->tempang) & 2047) - 1024, smoothratio, 16) - cang) & 2047;
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daang = (pspr->ang - cang) & 2047;
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if (p == screenpeek || ud.coop == 1)
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{
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@ -847,6 +847,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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p->angle.processhelpers(scaleAdjust);
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p->horizon.processhelpers(scaleAdjust);
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p->GetActor()->s.ang = p->angle.ang.asbuild();
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}
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if (packet)
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