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- move p->actorsqu angle changes from moveplayers()
to applylook()
so that it can be applied when not running synchronous input.
Fixes #54.
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parent
e345bf389f
commit
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2 changed files with 5 additions and 5 deletions
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@ -463,11 +463,6 @@ void moveplayers(void) //Players
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}
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}
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if (p->actorsqu >= 0)
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{
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p->addang(getincangle(p->getang(), getangle(sprite[p->actorsqu].x - p->posx, sprite[p->actorsqu].y - p->posy)) >> 2, true);
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}
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if (ud.god)
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{
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s->extra = max_player_health;
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@ -818,6 +818,11 @@ void applylook(int snum, double factor)
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p->addrotscrnang(factor * -24);
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}
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if (p->actorsqu >= 0)
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{
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p->q16ang += fix16_from_dbl(factor * (getincangle(p->getang(), getangle(sprite[p->actorsqu].x - p->posx, sprite[p->actorsqu].y - p->posy)) >> 2));
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}
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if (p->one_eighty_count < 0 && p->on_crane < 0)
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{
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fixed_t add = fix16_from_dbl(factor * 128);
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