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- possible fix for continual rotscrnang thrashing when dead that was reported in #66.
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@ -800,7 +800,7 @@ void applylook(int snum, double factor)
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{
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auto p = &ps[snum];
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if (sprite[p->i].extra > 0)
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if (p->dead_flag == 0)
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{
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p->addrotscrnang(factor * -0.5 * fix16_to_dbl(p->q16rotscrnang));
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if (abs(p->q16rotscrnang) < FRACUNIT) p->q16rotscrnang = 0;
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