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- Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with. * Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used. * Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
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30 changed files with 144 additions and 163 deletions
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@ -170,7 +170,7 @@ int32_t ydimen;
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int32_t rxi[8], ryi[8];
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int32_t globalposx, globalposy, globalposz, globalhoriz;
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int32_t globalposx, globalposy, globalposz;
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fixed_t qglobalhoriz;
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float fglobalposx, fglobalposy, fglobalposz;
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int16_t globalang, globalcursectnum;
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@ -1092,8 +1092,7 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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// xdimenscale is scale(xdimen,yxaspect,320);
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// normalization by viewingrange so that center-of-aim doesn't depend on it
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qglobalhoriz = mulscale16(dahoriz-IntToFixed(100), divscale16(xdimenscale, viewingrange))+IntToFixed(ydimen>>1);
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globalhoriz = FixedToInt(qglobalhoriz);
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qglobalhoriz = mulscale16(dahoriz, divscale16(xdimenscale, viewingrange))+IntToFixed(ydimen>>1);
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globalcursectnum = dacursectnum;
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