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Add PedanticQ16AngleFloor to sw/src/game.h and use it in DoPlayerTurn
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2 changed files with 8 additions and 6 deletions
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@ -188,6 +188,8 @@ int krand1(void);
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#include "pragmas.h"
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#include "pragmas.h"
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extern SWBOOL PedanticMode;
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extern SWBOOL InterpolateSectObj;
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//
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//
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// Map directions/degrees
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// Map directions/degrees
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@ -453,6 +455,11 @@ static fix16_t FORCE_INLINE GetQ16AngleFromVect(int32_t xvect, int32_t yvect)
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return (PedanticMode ? getq16angle : gethiq16angle)(xvect, yvect);
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return (PedanticMode ? getq16angle : gethiq16angle)(xvect, yvect);
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}
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}
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static fix16_t FORCE_INLINE PedanticQ16AngleFloor(fix16_t ang)
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{
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return PedanticMode ? fix16_floor(ang) : ang;
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}
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int StdRandomRange(int range);
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int StdRandomRange(int range);
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#define STD_RANDOM_P2(pwr_of_2) (MOD_P2(rand(),(pwr_of_2)))
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#define STD_RANDOM_P2(pwr_of_2) (MOD_P2(rand(),(pwr_of_2)))
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#define STD_RANDOM_RANGE(range) (StdRandomRange(range))
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#define STD_RANDOM_RANGE(range) (StdRandomRange(range))
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@ -889,9 +896,6 @@ extern int PlayerYellVocs[MAX_YELLSOUNDS];
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void BossHealthMeter(void);
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void BossHealthMeter(void);
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extern SWBOOL PedanticMode;
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extern SWBOOL InterpolateSectObj;
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// Global variables used for modifying variouse things from the Console
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// Global variables used for modifying variouse things from the Console
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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@ -1626,9 +1626,7 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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q16angvel += fix16_sdiv(q16angvel, fix16_from_int(4));
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q16angvel += fix16_sdiv(q16angvel, fix16_from_int(4));
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*pq16ang += fix16_sdiv(fix16_mul(q16angvel, fix16_from_int(synctics)), fix16_from_int(32));
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*pq16ang += fix16_sdiv(fix16_mul(q16angvel, fix16_from_int(synctics)), fix16_from_int(32));
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*pq16ang = NORM_Q16ANGLE(*pq16ang);
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*pq16ang = PedanticQ16AngleFloor(NORM_Q16ANGLE(*pq16ang));
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if (PedanticMode)
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*pq16ang = fix16_floor(*pq16ang);
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// update players sprite angle
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// update players sprite angle
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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