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- SW: Fix stupid issue with playerSetAngle()
and tweak how angTarget
/horizTarget
is determined to have been met.
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parent
be6e0d87d7
commit
3df0d40312
2 changed files with 3 additions and 3 deletions
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@ -289,7 +289,7 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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fixed_t horizDelta = pp->horizTarget - pp->q16horiz;
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pp->q16horiz += xs_CRoundToInt(scaleAdjust * horizDelta);
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if (abs(pp->q16horiz) >= abs(horizDelta))
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if (abs(pp->q16horiz - pp->horizTarget) < FRACUNIT)
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{
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pp->q16horiz = pp->horizTarget;
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pp->horizTarget = 0;
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@ -310,7 +310,7 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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fixed_t angDelta = GetDeltaQ16Angle(pp->angTarget, pp->q16ang);
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pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * angDelta));
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if (pp->q16ang >= pp->angTarget)
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if (abs(pp->q16ang - pp->angTarget) < FRACUNIT)
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{
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pp->q16ang = pp->angTarget;
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pp->angTarget = 0;
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@ -7817,7 +7817,7 @@ void playerSetAngle(PLAYERp pp, double ang)
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ang += 0.1;
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}
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pp->angTarget = pp->q16ang + GetDeltaQ16Angle(ang, pp->q16ang);
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pp->angTarget = pp->q16ang + GetDeltaQ16Angle(FloatToFixed(ang), pp->q16ang);
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}
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else
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{
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