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https://github.com/ZDoom/Raze.git
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- Remove PlayerAngles::addYaw()
method usage.
This commit is contained in:
parent
7a7758efaa
commit
491a42d2bb
7 changed files with 20 additions and 21 deletions
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@ -92,7 +92,6 @@ struct PlayerAngles
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void setPitch(const DAngle value, const bool backup = false) { updateAngle(PITCH, ClampViewPitch(value), backup); }
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// Yaw methods.
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void addYaw(const DAngle value) { updateAngle(YAW, pActor->spr.Angles.Yaw + value); }
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void setYaw(const DAngle value, const bool backup = false) { updateAngle(YAW, value, backup); }
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// Roll methods.
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@ -1542,7 +1542,7 @@ void ProcessInput(PLAYER* pPlayer)
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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{
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pPlayer->Angles.addYaw(deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
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pPlayer->actor->spr.Angles.Yaw += deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle());
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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@ -910,7 +910,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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viewBackupSpriteLoc(actor);
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actor->spr.pos.XY() = spot + pt_w2 - pivot;
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actor->spr.Angles.Yaw += angleofs;
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].Angles.addYaw(angleofs);
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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@ -922,7 +922,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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viewBackupSpriteLoc(actor);
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actor->spr.pos.XY() = spot - pt_w2 + pivot;
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actor->spr.Angles.Yaw += angleofs;
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].Angles.addYaw(angleofs);
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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else if (pXSector->Drag)
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{
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@ -938,7 +938,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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}
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actor->spr.Angles.Yaw += angleofs;
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actor->spr.pos += position;
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].Angles.addYaw(angleofs);
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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}
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}
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@ -963,7 +963,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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viewBackupSpriteLoc(ac);
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ac->spr.pos.XY() = spot + pt_w2 - pivot;
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ac->spr.Angles.Yaw += angleofs;
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if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].Angles.addYaw(angleofs);
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if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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@ -971,7 +971,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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viewBackupSpriteLoc(ac);
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ac->spr.pos.XY() = spot - pt_w2 + pivot;
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ac->spr.Angles.Yaw += angleofs;
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if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].Angles.addYaw(angleofs);
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if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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}
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}
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@ -488,7 +488,7 @@ void moveplayers(void)
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if (p->actorsqu != nullptr)
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{
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p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25);
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p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25;
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}
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if (act->spr.extra > 0)
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@ -508,7 +508,7 @@ void moveplayers(void)
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if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
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{
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p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
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p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5;
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}
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}
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}
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@ -800,7 +800,7 @@ void handle_se00(DDukeActor* actor)
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{
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if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1)
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{
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ps[p].Angles.addYaw(ang_amount * direction);
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ps[p].GetActor()->spr.Angles.Yaw += ang_amount * direction;
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ps[p].GetActor()->spr.pos.Z += zchange;
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@ -980,7 +980,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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ps[p].bobpos += vec;
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ps[p].Angles.addYaw(diffangle);
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ps[p].GetActor()->spr.Angles.Yaw += diffangle;
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if (numplayers > 1)
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{
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@ -1707,7 +1707,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
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}
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p->vel.XY() += (p->GetActor()->spr.Angles.Yaw + velAdjustment).ToVector() * currSpeed;
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p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment)));
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p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment));
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}
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else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
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{
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@ -1951,7 +1951,7 @@ static void onBoat(int snum, ESyncBits &actions)
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}
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p->vel.XY() += (p->GetActor()->spr.Angles.Yaw + velAdjustment).ToVector() * currSpeed;
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p->Angles.addYaw(deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment)));
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p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, p->GetActor()->spr.Angles.Yaw - DAngle::fromBam(angAdjustment));
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}
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if (p->NotOnWater && p->MotoSpeed > 50)
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p->MotoSpeed -= (p->MotoSpeed / 2.);
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@ -2275,7 +2275,7 @@ void onMotorcycleMove(int snum, walltype* wal)
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double damageAmount = p->MotoSpeed * p->MotoSpeed;
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const double scale = (180. / 2048.);
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p->Angles.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
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p->GetActor()->spr.Angles.Yaw += DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale));
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// That's some very weird angles here...
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if (angleDelta >= 77.51 && angleDelta <= 102.13)
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@ -2330,7 +2330,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
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double angleDelta = absangle(p->GetActor()->spr.Angles.Yaw, wal->delta().Angle()).Degrees();
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const double scale = (90. / 2048.);
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p->Angles.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
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p->GetActor()->spr.Angles.Yaw += DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale));
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if (angleDelta >= 77.51 && angleDelta <= 102.13)
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{
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@ -2927,11 +2927,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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if (p->kickback_pic == 2)
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{
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p->Angles.addYaw(mapangle(16));
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p->GetActor()->spr.Angles.Yaw += mapangle(16);
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}
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else if (p->kickback_pic == 4)
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{
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p->Angles.addYaw(mapangle(-16));
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p->GetActor()->spr.Angles.Yaw -= mapangle(16);
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}
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if (p->kickback_pic > 4)
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p->kickback_pic = 1;
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@ -2957,11 +2957,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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if (p->kickback_pic == 2)
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{
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p->Angles.addYaw(mapangle(4));
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p->GetActor()->spr.Angles.Yaw += mapangle(4);
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}
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else if (p->kickback_pic == 4)
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{
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p->Angles.addYaw(mapangle(-4));
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p->GetActor()->spr.Angles.Yaw -= mapangle(4);
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}
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if (p->kickback_pic > 4)
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p->kickback_pic = 1;
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@ -5981,7 +5981,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
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{
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if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector))
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{
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pp->Angles.addYaw(deltaangle(pp->actor->spr.Angles.Yaw, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
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pp->actor->spr.Angles.Yaw += deltaangle(pp->actor->spr.Angles.Yaw, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.);
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}
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}
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}
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@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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pp->Angles.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw));
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pp->actor->spr.Angles.Yaw += deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw);
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UpdatePlayerSprite(pp);
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}
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