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- Remove DCorePlayer::getCameraAngles()
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* `CameraAngles` used to be private within `PlayerAngles` and accessed via a friendship with `GameInput`. * Just make it public for now, its not worth the complex setup to protect against this as we can control access by simply not exporting it to ZScript.
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3 changed files with 3 additions and 8 deletions
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@ -71,11 +71,6 @@ public:
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return angles;
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}
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const DRotator& getCameraAngles() const
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{
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return CameraAngles;
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}
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void updateCameraAngles(const double interpfrac)
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{
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// Apply the current interpolated angle state to the render angles.
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@ -421,7 +421,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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double j = clamp(czoom * act->spr.scale.Y + abs(pp->truefz - act->getOffsetZ()) * REPEAT_SCALE, (1. / 3.), 2.);
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auto const vec = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
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auto const daang = -(pp->getCameraAngles().Yaw - cang).Normalized360().Degrees();
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auto const daang = -(pp->CameraAngles.Yaw - cang).Normalized360().Degrees();
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DrawTexture(twod, basetex, false, vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(pp), act->spr.pal), DTA_CenterOffset, true,
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DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j, DTA_ScaleY, j, TAG_DONE);
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@ -768,7 +768,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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}
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tsp->pos = pos;
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tsp->Angles.Yaw = pp->getCameraAngles().Yaw;
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tsp->Angles.Yaw = pp->CameraAngles.Yaw;
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//continue;
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}
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else
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@ -1413,7 +1413,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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if (spnum >= 0)
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{
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const auto daang = -(pp->getCameraAngles().Yaw - cang).Normalized360().Degrees();
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const auto daang = -(pp->CameraAngles.Yaw - cang).Normalized360().Degrees();
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auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
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// This repeat scale is correct.
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