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- address excessive view swaying in Blood.
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
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1 changed files with 2 additions and 1 deletions
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@ -1668,7 +1668,8 @@ void playerProcess(PLAYER *pPlayer)
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{
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{
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if (pXSprite->height < 256)
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if (pXSprite->height < 256)
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{
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{
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bool running = pPlayer->isRunning;
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// taking a cue from BloodGDX here. Apparently due to poor coding in the original game this could never be true.
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bool running = false;// pPlayer->isRunning;
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pPlayer->bobAmp = (pPlayer->bobAmp+pPosture->pace[running]*4) & 2047;
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pPlayer->bobAmp = (pPlayer->bobAmp+pPosture->pace[running]*4) & 2047;
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pPlayer->swayAmp = (pPlayer->swayAmp+(pPosture->pace[running]*4)/2) & 2047;
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pPlayer->swayAmp = (pPlayer->swayAmp+(pPosture->pace[running]*4)/2) & 2047;
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if (running)
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if (running)
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