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- floatified rotation in handle_se00
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1f49f62d75
commit
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1 changed files with 7 additions and 6 deletions
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@ -2683,18 +2683,19 @@ void handle_se00(DDukeActor* actor)
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ps[p].player_add_int_z(zchange);
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vec2_t res;
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rotatepoint(Owner->int_pos().vec2, ps[p].player_int_pos().vec2, (q * l), &res);
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auto result = rotatepoint(Owner->spr.pos, ps[p].pos.XY(), buildang(q * l));
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ps[p].bobpos.X += res.X - ps[p].player_int_pos().X;
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ps[p].bobpos.Y += res.Y - ps[p].player_int_pos().Y;
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ps[p].bobpos.X += (result.X - ps[p].pos.X) * worldtoint;
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ps[p].bobpos.Y += (result.Y - ps[p].pos.Y) * worldtoint;
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ps[p].player_set_int_xy(res);
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ps[p].pos.X = result.X;
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ps[p].pos.Y = result.Y;
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auto psp = ps[p].GetActor();
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if (psp->spr.extra <= 0)
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{
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psp->set_int_xy(res.X, res.Y);
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psp->spr.pos.X = result.X;
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psp->spr.pos.Y = result.Y;
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}
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}
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}
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