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- sprite rotation angle math
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1 changed files with 4 additions and 5 deletions
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@ -479,9 +479,9 @@ int seq_GetSeqPicnum(int16_t nSeq, int16_t edx, int16_t ebx)
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int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal)
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{
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tspritetype* pTSprite = mytspriteArray->get(nSprite);
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int nAngle = getangle(nCamerapos.XY() - pTSprite->pos.XY());
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DAngle nAngle = VecToAngle(nCamerapos.XY() - pTSprite->pos.XY());
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int nSeqOffset = ((((pTSprite->int_ang() + 512) - nAngle) + 128) & kAngleMask) >> 8;
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int nSeqOffset = (((pTSprite->angle + DAngle90 + DAngle22_5 - nAngle).Buildang()) & kAngleMask) >> 8;
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int16_t nFrame = SeqBase[nSeqOffset + nSeq] + nVal;
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@ -527,8 +527,6 @@ int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal)
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int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
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{
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tspritetype* pTSprite = mytspriteArray->get(nSprite);
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int nAngle = getangle(nCamerapos.XY() - pTSprite->pos.XY());
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int val;
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@ -538,7 +536,8 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
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}
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else
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{
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val = (((pTSprite->int_ang() - nAngle) + 128) & kAngleMask) >> 8;
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DAngle nAngle = VecToAngle(nCamerapos.XY() - pTSprite->pos.XY());
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val = (((pTSprite->angle + DAngle22_5 - nAngle).Buildang()) & kAngleMask) >> 8;
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}
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int eax = SeqBase[edx] + nFrame;
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