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SW: Minor tweaks.
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a178961a3e
commit
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3 changed files with 5 additions and 14 deletions
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@ -885,7 +885,7 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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}
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tsp->z = tsp->z + pp->siz;
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tsp->ang = fix16_to_int(pp->siang);
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tsp->ang = fix16_to_int(pp->q16ang);
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//continue;
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}
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else
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@ -2056,7 +2056,6 @@ drawscreen(PLAYERp pp)
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pp->six = tx;
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pp->siy = ty;
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pp->siz = tz - pp->posz;
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pp->siang = tq16ang;
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QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
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VisViewChange(camerapp, &g_visibility);
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@ -1055,7 +1055,6 @@ struct PLAYERstruct
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int camera_dist; // view mode dist
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int circle_camera_dist;
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int six,siy,siz; // save player interp position for PlayerSprite
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fix16_t siang;
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int xvect, yvect;
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int oxvect, oyvect;
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@ -97,7 +97,7 @@ SWBOOL NightVision = FALSE;
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extern SWBOOL FinishedLevel;
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//#define PLAYER_TURN_SCALE (8)
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#define PLAYER_TURN_SCALE 2.4f
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#define PLAYER_TURN_SCALE (12)
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// the smaller the number the slower the going
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#define PLAYER_RUN_FRICTION (50000L)
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@ -1332,7 +1332,7 @@ DoPlayerTeleportPause(PLAYERp pp)
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void
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DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp)
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{
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pp->q16ang = pp->q16ang = fix16_from_int(sp->ang);
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pp->q16ang = fix16_from_int(sp->ang);
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pp->posx = pp->oposx = pp->oldposx = sp->x;
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pp->posy = pp->oposy = pp->oldposy = sp->y;
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@ -1538,8 +1538,6 @@ DoPlayerCrawlHeight(PLAYERp pp)
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void
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DoPlayerTurn(PLAYERp pp)
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{
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fix16_t angvel;
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#define TURN_SHIFT 2
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if (!TEST(pp->Flags, PF_TURN_180))
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@ -1594,14 +1592,9 @@ DoPlayerTurn(PLAYERp pp)
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return;
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}
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angvel = fix16_smul(pp->input.q16avel, fix16_from_float(PLAYER_TURN_SCALE));
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if (angvel != 0)
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if (pp->input.q16avel != 0)
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{
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// running is not handled here now
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angvel = fix16_sdiv(angvel, fix16_from_int(4));
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_sdiv(fix16_smul(angvel, fix16_from_int(synctics)), fix16_from_int(32))) & 0x7FFFFFF;
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_sdiv(fix16_smul(pp->input.q16avel, fix16_from_int(synctics)), fix16_from_int(32))) & 0x7FFFFFF;
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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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