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- Exhumed: removed opos entirely.
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4 changed files with 8 additions and 8 deletions
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@ -50,8 +50,11 @@ void DrawMap(double const smoothratio)
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{
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{
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if (!nFreeze && automapMode != am_off)
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if (!nFreeze && automapMode != am_off)
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{
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{
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int x = PlayerList[nLocalPlayer].opos.x + MulScale(initx - PlayerList[nLocalPlayer].opos.x, smoothratio, 16);
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int nPlayerSprite = PlayerList[nLocalPlayer].nSprite;
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int y = PlayerList[nLocalPlayer].opos.y + MulScale(inity - PlayerList[nLocalPlayer].opos.y, smoothratio, 16);
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auto psp = &sprite[nPlayerSprite];
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int x = psp->interpolatedx(smoothratio);
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int y = psp->interpolatedy(smoothratio);
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int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).asbuild();
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int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).asbuild();
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DrawOverheadMap(x, y, ang, smoothratio);
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DrawOverheadMap(x, y, ang, smoothratio);
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}
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}
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@ -39,9 +39,9 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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Player *nPlayer = &PlayerList[nLocalPlayer];
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Player *nPlayer = &PlayerList[nLocalPlayer];
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spritetype *pSprite = &sprite[nPlayer->nSprite];
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spritetype *pSprite = &sprite[nPlayer->nSprite];
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nPlayer->opos.x = pSprite->x = x;
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pSprite->x = x;
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nPlayer->opos.y = pSprite->y = y;
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pSprite->y = y;
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nPlayer->opos.z = pSprite->z = z;
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pSprite->z = z;
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if (ang != INT_MIN)
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if (ang != INT_MIN)
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{
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{
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@ -335,7 +335,6 @@ void RestartPlayer(short nPlayer)
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floorspr = -1;
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floorspr = -1;
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}
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}
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plr->opos = nSpr->pos;
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plr->angle.backup();
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plr->angle.backup();
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plr->horizon.backup();
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plr->horizon.backup();
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@ -696,7 +695,6 @@ void FuncPlayer(int a, int nDamage, int nRun)
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short nSprite2;
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short nSprite2;
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PlayerList[nPlayer].opos = sprite[nPlayerSprite].pos;
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PlayerList[nPlayer].angle.backup();
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PlayerList[nPlayer].angle.backup();
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PlayerList[nPlayer].horizon.backup();
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PlayerList[nPlayer].horizon.backup();
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PlayerList[nPlayer].angle.resetadjustment();
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PlayerList[nPlayer].angle.resetadjustment();
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@ -75,7 +75,6 @@ struct Player
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PlayerHorizon horizon;
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PlayerHorizon horizon;
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PlayerAngle angle;
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PlayerAngle angle;
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vec3_t opos;
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};
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};
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extern short PlayerCount;
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extern short PlayerCount;
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