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- Blood: Eliminate VIEW::horiz
and VIEW::horizoff
.
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parent
5b962e69ab
commit
326da6d495
3 changed files with 2 additions and 7 deletions
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@ -34,19 +34,18 @@ BEGIN_BLD_NS
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void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang, int horz)
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{
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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VIEW* pView = &gPrevView[myconnectindex];
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pPlayer->actor->opos.XY() = pPlayer->actor->spr.pos.XY() = { x , y };
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pPlayer->ozView = pPlayer->zView = z;
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = ang;
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pPlayer->angle.oang = pPlayer->angle.ang = ang;
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}
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if (horz != INT_MIN)
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{
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pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = pView->horiz = gView->horizon.horiz = buildhoriz(horz);
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pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = buildhoriz(horz);
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}
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}
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@ -63,8 +63,6 @@ void viewBackupView(int nPlayer)
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VIEW* pView = &gPrevView[nPlayer];
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pPlayer->ozView = pPlayer->zView;
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pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView - 0xc00;
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pView->horiz = pPlayer->horizon.horiz;
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pView->horizoff = pPlayer->horizon.horizoff;
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pView->slope = pPlayer->slope;
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pView->bobHeight = pPlayer->bobHeight;
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pView->bobWidth = pPlayer->bobWidth;
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@ -40,8 +40,6 @@ struct VIEW {
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int swayAmp;
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int shakeBobY; // bob sway y
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int shakeBobX; // bob sway x
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fixedhoriz horiz; // horiz
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fixedhoriz horizoff; // horizoff
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int slope;
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int zViewVel;
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int zWeapon;
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