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- gameinput.h: For PlayerAngle
struct, add int settarget()
overload and change one true call with a float to bvectangf()
.
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parent
ea4ad0548a
commit
3b3e926fd3
2 changed files with 15 additions and 1 deletions
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@ -167,6 +167,20 @@ struct PlayerAngle
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adjustment = 0;
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adjustment = 0;
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}
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}
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void settarget(int value, bool backup = false)
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{
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if (!cl_syncinput)
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{
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target = value << BAMBITS;
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if (target == 0) target += 1;
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}
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else
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{
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ang = buildang(value);
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if (backup) oang = ang;
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}
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}
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void settarget(double value, bool backup = false)
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void settarget(double value, bool backup = false)
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{
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{
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if (!cl_syncinput)
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if (!cl_syncinput)
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@ -7223,7 +7223,7 @@ domovethings(void)
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// auto tracking mode for single player multi-game
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// auto tracking mode for single player multi-game
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if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
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if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
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{
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{
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Player[screenpeek].angle.settarget(FixedToFloat(gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy)));
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Player[screenpeek].angle.settarget(bvectangf(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy));
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}
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}
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if (!TEST(pp->Flags, PF_DEAD))
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if (!TEST(pp->Flags, PF_DEAD))
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