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https://github.com/ZDoom/raze-gles.git
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- Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz
variable.
This commit is contained in:
parent
3de787235d
commit
bdc53ed7b0
7 changed files with 15 additions and 25 deletions
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@ -45,8 +45,6 @@ enum {
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extern float curpolygonoffset;
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extern float curpolygonoffset;
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extern int32_t polymostcenterhoriz;
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extern int16_t globalpicnum;
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extern int16_t globalpicnum;
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#define POLYMOST_CHOOSE_FOG_PAL(fogpal, pal) \
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#define POLYMOST_CHOOSE_FOG_PAL(fogpal, pal) \
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@ -48,7 +48,6 @@ int32_t r_rortexture = 0;
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int32_t r_rortexturerange = 0;
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int32_t r_rortexturerange = 0;
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int32_t r_rorphase = 0;
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int32_t r_rorphase = 0;
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int32_t mdtims, omdtims;
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int32_t mdtims, omdtims;
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int32_t polymostcenterhoriz = 100;
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float fcosglobalang, fsinglobalang;
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float fcosglobalang, fsinglobalang;
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float fxdim, fydim, fydimen, fviewingrange;
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float fxdim, fydim, fydimen, fviewingrange;
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@ -2484,7 +2484,7 @@ void polymost_drawrooms()
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ghalfy = (float)(ydimen>>1);
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ghalfy = (float)(ydimen>>1);
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grhalfxdown10 = 1.f/(ghalfx*1024.f);
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grhalfxdown10 = 1.f/(ghalfx*1024.f);
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ghoriz = FixedToFloat(qglobalhoriz);
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ghoriz = FixedToFloat(qglobalhoriz);
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ghorizcorrect = FixedToFloat((100-polymostcenterhoriz)*divscale16(xdimenscale, viewingrange));
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ghorizcorrect = FixedToFloat(divscale16(xdimenscale, viewingrange));
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GLInterface.SetShadeInterpolate(hw_shadeinterpolate);
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GLInterface.SetShadeInterpolate(hw_shadeinterpolate);
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@ -2884,7 +2884,7 @@ void polymost_prepareMirror(int32_t dax, int32_t day, int32_t daz, fixed_t daang
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ghalfy = (float)(ydimen>>1);
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ghalfy = (float)(ydimen>>1);
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grhalfxdown10 = 1.f/(ghalfx*1024.f);
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grhalfxdown10 = 1.f/(ghalfx*1024.f);
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ghoriz = FixedToFloat(qglobalhoriz);
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ghoriz = FixedToFloat(qglobalhoriz);
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ghorizcorrect = FixedToFloat((100-polymostcenterhoriz)*divscale16(xdimenscale, viewingrange));
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ghorizcorrect = FixedToFloat(divscale16(xdimenscale, viewingrange));
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resizeglcheck();
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resizeglcheck();
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if (r_yshearing)
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if (r_yshearing)
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{
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{
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@ -425,8 +425,8 @@ void GameInterface::Ticker()
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{
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{
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bLockPan = false;
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bLockPan = false;
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bPlayerPan = false;
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bPlayerPan = false;
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//PlayerList[nLocalPlayer].q16horiz = IntToFixed(92);
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//PlayerList[nLocalPlayer].q16horiz = IntToFixed(100);
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nDestVertPan[nLocalPlayer] = IntToFixed(92);
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nDestVertPan[nLocalPlayer] = IntToFixed(100);
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}
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}
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if (localInput.actions & SB_TURNAROUND)
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if (localInput.actions & SB_TURNAROUND)
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{
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{
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@ -528,7 +528,6 @@ void GameInterface::app_init()
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TileFiles.SetBackup();
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TileFiles.SetBackup();
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InitView();
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InitFX();
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InitFX();
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seq_LoadSequences();
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seq_LoadSequences();
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InitStatus();
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InitStatus();
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@ -437,8 +437,8 @@ void RestartPlayer(short nPlayer)
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nYDamage[nPlayer] = 0;
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nYDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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PlayerList[nPlayer].q16horiz = IntToFixed(92);
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PlayerList[nPlayer].q16horiz = IntToFixed(100);
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nDestVertPan[nPlayer] = IntToFixed(92);
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nDestVertPan[nPlayer] = IntToFixed(100);
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nBreathTimer[nPlayer] = 90;
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nBreathTimer[nPlayer] = 90;
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nTauntTimer[nPlayer] = RandomSize(3) + 3;
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nTauntTimer[nPlayer] = RandomSize(3) + 3;
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@ -539,7 +539,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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StopFiringWeapon(nPlayer);
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StopFiringWeapon(nPlayer);
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PlayerList[nPlayer].q16horiz = IntToFixed(92);
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PlayerList[nPlayer].q16horiz = IntToFixed(100);
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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nPlayerInvisible[nPlayer] = 0;
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nPlayerInvisible[nPlayer] = 0;
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dVertPan[nPlayer] = 15;
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dVertPan[nPlayer] = 15;
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@ -1036,7 +1036,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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PlayerList[nPlayer].q16angle = IntToFixed(GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask);
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PlayerList[nPlayer].q16angle = IntToFixed(GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask);
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sprite[nPlayerSprite].ang = FixedToInt(PlayerList[nPlayer].q16angle);
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sprite[nPlayerSprite].ang = FixedToInt(PlayerList[nPlayer].q16angle);
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PlayerList[nPlayer].q16horiz = IntToFixed(92);
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PlayerList[nPlayer].q16horiz = IntToFixed(100);
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lPlayerXVel = 0;
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lPlayerXVel = 0;
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lPlayerYVel = 0;
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lPlayerYVel = 0;
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@ -1054,7 +1054,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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StopLocalSound();
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StopLocalSound();
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InitSpiritHead();
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InitSpiritHead();
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nDestVertPan[nPlayer] = IntToFixed(92);
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nDestVertPan[nPlayer] = IntToFixed(100);
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if (currentLevel->levelNumber == 11)
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if (currentLevel->levelNumber == 11)
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{
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{
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@ -1091,7 +1091,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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}
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}
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if (zVelB > 512 && !bLockPan) {
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if (zVelB > 512 && !bLockPan) {
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nDestVertPan[nPlayer] = IntToFixed(92);
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nDestVertPan[nPlayer] = IntToFixed(100);
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}
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}
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}
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}
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@ -1192,7 +1192,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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loc_1AB8E:
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loc_1AB8E:
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if (!bPlayerPan && !bLockPan)
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if (!bPlayerPan && !bLockPan)
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{
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{
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fixed_t nPanVal = IntToFixed(spr_z - sprite[nPlayerSprite].z) / 32 + IntToFixed(92);
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fixed_t nPanVal = IntToFixed(spr_z - sprite[nPlayerSprite].z) / 32 + IntToFixed(100);
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if (nPanVal < 0) {
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if (nPanVal < 0) {
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nPanVal = 0;
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nPanVal = 0;
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@ -2791,7 +2791,7 @@ loc_1BD2E:
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}
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}
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else
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else
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{
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{
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if (PlayerList[nPlayer].q16horiz < IntToFixed(92))
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if (PlayerList[nPlayer].q16horiz < IntToFixed(100))
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{
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{
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PlayerList[nPlayer].q16horiz = IntToFixed(91);
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PlayerList[nPlayer].q16horiz = IntToFixed(91);
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eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8);
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eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8);
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@ -2803,7 +2803,7 @@ loc_1BD2E:
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{
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{
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PlayerList[nPlayer].q16horiz = IntToFixed(199);
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PlayerList[nPlayer].q16horiz = IntToFixed(199);
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}
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}
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else if (PlayerList[nPlayer].q16horiz <= IntToFixed(92))
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else if (PlayerList[nPlayer].q16horiz <= IntToFixed(100))
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{
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{
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if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater))
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if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater))
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{
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{
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@ -120,11 +120,6 @@ void viewRestoreInterpolations(void) //Stick at end of drawscreen
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for (; i>=0; i--) *curipos[i] = bakipos[i];
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for (; i>=0; i--) *curipos[i] = bakipos[i];
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}
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}
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void InitView()
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{
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polymostcenterhoriz = 92;
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}
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// NOTE - not to be confused with Ken's analyzesprites()
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// NOTE - not to be confused with Ken's analyzesprites()
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static void analyzesprites()
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static void analyzesprites()
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{
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{
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@ -297,7 +292,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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{
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{
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if (nSnakeCam >= 0 && !sceneonly)
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if (nSnakeCam >= 0 && !sceneonly)
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{
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{
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pan = IntToFixed(92);
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pan = IntToFixed(100);
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viewz = playerZ;
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viewz = playerZ;
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}
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}
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else
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else
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@ -321,7 +316,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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-2000 * Sin(inita),
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-2000 * Sin(inita),
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4, 0, 0, CLIPMASK1);
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4, 0, 0, CLIPMASK1);
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pan = IntToFixed(92);
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pan = IntToFixed(100);
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viewz = playerZ;
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viewz = playerZ;
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}
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}
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@ -27,7 +27,6 @@ extern short bSubTitles;
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extern short besttarget;
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extern short besttarget;
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extern short bCamera;
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extern short bCamera;
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void InitView();
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void DrawStatusBar();
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void DrawStatusBar();
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void DrawView(double smoothRatio, bool sceneonly = false);
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void DrawView(double smoothRatio, bool sceneonly = false);
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void ResetView();
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void ResetView();
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