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- Exhumed/SW: Make sure the pitch keys are done after the slope tilting.
* Pitch key code does player horizon bounding.
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commit
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2 changed files with 5 additions and 9 deletions
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@ -1468,8 +1468,8 @@ static void doPlayerPitch(Player* const pPlayer, const double nDestVertPan)
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pPlayer->pActor->spr.Angles.Pitch += DAngle::fromDeg(pInput->horz);
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}
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pPlayer->Angles.doPitchKeys(pInput);
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pPlayer->Angles.ViewAngles.Pitch += maphoriz(abs(nVertPan) >= 4 ? Sgn(nVertPan) * 4. : nVertPan * 2.);
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pPlayer->Angles.doPitchKeys(pInput);
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}
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//---------------------------------------------------------------------------
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@ -2155,9 +2155,8 @@ void DoPlayerMove(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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pp->Angles.doPitchKeys(&pp->input);
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if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA))
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{
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@ -2728,9 +2727,8 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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pp->Angles.doPitchKeys(&pp->input);
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DoTankTreads(pp);
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}
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@ -2764,9 +2762,8 @@ void DoPlayerMoveTurret(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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pp->Angles.doPitchKeys(&pp->input);
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}
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//---------------------------------------------------------------------------
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@ -3362,9 +3359,8 @@ void DoPlayerClimb(PLAYER* pp)
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pp->actor->spr.Angles.Pitch += DAngle::fromDeg(pp->input.horz);
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}
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pp->Angles.doPitchKeys(&pp->input);
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DoPlayerSlopeTilting(pp);
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pp->Angles.doPitchKeys(&pp->input);
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if (FAF_ConnectArea(pp->cursector))
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{
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