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- create Blood dynamic CCMD warptocoords
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* The setting of the player's horizon/viewangle probably still requires work, but warping to pos x/y/z works fine.
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@ -192,6 +192,25 @@ static int osdcmd_levelwarp(CCmdFuncPtr parm)
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return CCMD_OK;
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}
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static int osdcmd_warptocoords(CCmdFuncPtr parm)
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{
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if (parm->numparms != 5)
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return CCMD_SHOWHELP;
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PLAYER *pPlayer = &gPlayer[myconnectindex];
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pPlayer->pSprite->x = gView->pSprite->x = atoi(parm->parms[0]);
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pPlayer->pSprite->y = gView->pSprite->y = atoi(parm->parms[1]);
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pPlayer->zView = gView->zView = atoi(parm->parms[2]);
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pPlayer->q16ang = gView->q16ang = fix16_from_int(atoi(parm->parms[3]));
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pPlayer->q16horiz = gView->q16horiz = fix16_from_int(atoi(parm->parms[4]));
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gViewAngle = fix16_from_dbl(atan2(atoi(parm->parms[4]), 100) * (1024. / pi::pi()));
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viewBackupView(pPlayer->nPlayer);
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return CCMD_OK;
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}
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int32_t registerosdcommands(void)
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{
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C_RegisterFunction("map","map <mapname>: loads the given map", osdcmd_map);
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@ -202,6 +221,8 @@ int32_t registerosdcommands(void)
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C_RegisterFunction("levelwarp","levelwarp <e> <m>: warp to episode 'e' and map 'm'", osdcmd_levelwarp);
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C_RegisterFunction("warptocoords","warptocoords [x] [y] [z] [ang] [horiz]: warps the player to the specified coordinates",osdcmd_warptocoords);
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return 0;
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}
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