- 4 angle assignments

This commit is contained in:
Christoph Oelckers 2022-09-05 00:55:10 +02:00
parent 603a213347
commit 79100eeb08

View file

@ -1525,7 +1525,7 @@ void UpdatePlayerSpriteAngle(PLAYER* pp)
if (!Prediction && plActor)
{
plActor->backupang();
plActor->set_int_ang(pp->angle.ang.Buildang());
plActor->spr.angle = pp->angle.ang;
}
}
@ -1863,7 +1863,7 @@ void UpdatePlayerSprite(PLAYER* pp)
if (pp->Flags & (PF_DEAD))
{
ChangeActorSect(pp->actor, pp->cursector);
actor->set_int_ang(pp->angle.ang.Buildang());
actor->spr.angle = pp->angle.ang;
UpdatePlayerUnderSprite(pp);
return;
}
@ -1924,7 +1924,7 @@ void UpdatePlayerSprite(PLAYER* pp)
UpdatePlayerUnderSprite(pp);
actor->set_int_ang(pp->angle.ang.Buildang());
actor->spr.angle = pp->angle.ang;
}
//---------------------------------------------------------------------------
@ -5780,7 +5780,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT;
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->spr.pos = pp->pos.plusZ(PLAYER_HEIGHTF);
plActor->set_int_ang(pp->angle.ang.Buildang());
plActor->spr.angle = pp->angle.ang;
DoSpawnTeleporterEffect(plActor);
PlaySound(DIGI_TELEPORT, pp, v3df_none);