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- SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
* Angle transition is not meant to be smooth or scaled to a target, it's just meant to get the player to the necessary angle. * Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70191.
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1 changed files with 2 additions and 5 deletions
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@ -5369,7 +5369,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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pp->sop = pp->sop_control = sop;
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sop->controller = pp->SpriteP;
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pp->angle.settarget(sop->ang);
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pp->angle.oang = pp->angle.ang = buildang(sop->ang);
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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@ -5456,7 +5456,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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save_sectnum = pp->cursectnum;
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pp->angle.settarget(sop->ang);
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pp->angle.oang = pp->angle.ang = buildang(sop->ang);
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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@ -5592,9 +5592,6 @@ DoPlayerStopOperate(PLAYERp pp)
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pp->angle.ang = pp->angle.oang = q16ang(gethiq16angle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy));
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}
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if (!cl_syncinput)
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pp->angle.target = 0;
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if (pp->sop_control)
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{
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pp->sop_control->controller = NULL;
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