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- Blood: Make delirium rotscrnang smoother with use of more precision.
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parent
c62e5db2bc
commit
b4af9e87c1
1 changed files with 4 additions and 4 deletions
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@ -618,16 +618,16 @@ void viewDrawScreen(bool sceneonly)
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binangle rotscrnang;
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binangle rotscrnang;
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SetupView(cX, cY, cZ, cA, cH, nSectnum, zDelta, shakeX, shakeY, rotscrnang);
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SetupView(cX, cY, cZ, cA, cH, nSectnum, zDelta, shakeX, shakeY, rotscrnang);
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int tilt = interpolatedangle(gScreenTiltO, gScreenTilt, gInterpolate);
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binangle tilt = interpolatedangle(buildang(gScreenTiltO), buildang(gScreenTilt), gInterpolate);
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uint8_t v14 = 0;
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uint8_t v14 = 0;
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uint8_t v10 = 0;
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uint8_t v10 = 0;
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bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
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bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
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static bool bDeliriumOld = false;
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static bool bDeliriumOld = false;
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//int tiltcs, tiltdim;
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//int tiltcs, tiltdim;
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uint8_t otherview = powerupCheck(gView, kPwUpCrystalBall) > 0;
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uint8_t otherview = powerupCheck(gView, kPwUpCrystalBall) > 0;
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if (tilt || bDelirium)
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if (tilt.asbam() || bDelirium)
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{
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{
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rotscrnang = buildang(tilt);
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rotscrnang = tilt;
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}
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}
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else if (otherview && gNetPlayers > 1)
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else if (otherview && gNetPlayers > 1)
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{
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{
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@ -689,7 +689,7 @@ void viewDrawScreen(bool sceneonly)
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}
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}
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cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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if ((tilt || bDelirium) && !sceneonly)
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if ((tilt.asbam() || bDelirium) && !sceneonly)
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{
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{
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if (gDeliriumBlur)
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if (gDeliriumBlur)
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{
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{
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