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- seventh batch of migrations in track.cpp
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4341578267
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1 changed files with 9 additions and 10 deletions
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@ -1520,15 +1520,14 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
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UpdatePlayerSprite(pp);
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}
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void MovePoints(SECTOR_OBJECT* sop, short delta_ang, const DVector2& move)
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void MovePoints(SECTOR_OBJECT* sop, DAngle deltaangle, const DVector2& move)
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{
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auto deltaangle = DAngle::fromBuild(delta_ang);
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int j;
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vec2_t rxy;
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int pnum;
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PLAYER* pp;
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sectortype** sectp;
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int i, rot_ang;
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int i;
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DAngle rot_ang;
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bool PlayerMove = true;
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if (SO_EMPTY(sop))
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@ -1568,18 +1567,18 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, const DVector2& move)
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wal.move(wal.pos + move);
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}
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rot_ang = delta_ang;
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rot_ang = deltaangle;
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if ((wal.extra & WALLFX_LOOP_REVERSE_SPIN))
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rot_ang = -delta_ang;
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rot_ang = -deltaangle;
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if ((wal.extra & WALLFX_LOOP_SPIN_2X))
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rot_ang = NORM_ANGLE(rot_ang * 2);
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rot_ang = (rot_ang * 2).Normalized360();
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if ((wal.extra & WALLFX_LOOP_SPIN_4X))
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rot_ang = NORM_ANGLE(rot_ang * 4);
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rot_ang = (rot_ang * 4).Normalized360();
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auto vec = rotatepoint(pivot, wal.pos, DAngle::fromBuild(rot_ang));
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auto vec = rotatepoint(pivot, wal.pos, rot_ang);
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if (wal.extra && (wal.extra & WALLFX_LOOP_OUTER))
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{
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@ -1828,7 +1827,7 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic)
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// Note that this delta angle is from the original angle
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// nx,ny are 0 so the points are not moved, just rotated
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MovePoints(sop, delta_ang_from_orig, move);
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MovePoints(sop, DAngle::fromBuild(delta_ang_from_orig), move);
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// do morphing - angle independent
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if (dynamic && sop->PostMoveAnimator)
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