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- check for angular overflow in pitch calculations.
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@ -5507,6 +5507,7 @@ RECHECK:
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}
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}
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horizAngle = clamp(horizAngle, -255.f, 255.f); // keep the angle within ]-90°..90°[
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pPlayer->q16horiz = F16(100) + Blrintf(F16(128) * tanf(horizAngle * (fPI / 512.f)));
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if (pPlayer->return_to_center > 0 && !TEST_SYNC_KEY(playerBits, SK_LOOK_UP) && !TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
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@ -282,6 +282,7 @@ void PlayerInterruptKeys()
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// so we convert horiz to 1024 angle units
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float horizAngle = atan2f(nVertPan[nLocalPlayer] - F16(92), F16(128)) * (512.f / fPI) + fix16_to_float(q16horz);
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horizAngle = clamp(horizAngle, -255.f, 255.f);
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nVertPan[nLocalPlayer] = fix16_clamp(F16(92) + Blrintf(F16(128) * tanf(horizAngle * (fPI / 512.f))), F16(0), F16(184));
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}
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