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- preparations for more floatification.
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2 changed files with 9 additions and 4 deletions
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@ -53,6 +53,11 @@ public:
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return time;
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}
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DVector3 float_pos() const
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{
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return { spr.pos.X * inttoworld, spr.pos.Y * inttoworld, spr.pos.Z * zinttoworld };
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}
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int32_t interpolatedx(double const smoothratio, int const scale = 16)
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{
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return interpolatedvalue(opos.X, spr.pos.X, smoothratio, scale);
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@ -605,15 +605,15 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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if (actor2->spr.hitag == 1)
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{
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geosectorwarp[geocnt] = actor2->sector();
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geox[geocnt] = (actor->spr.pos.X - actor2->spr.pos.X) * inttoworld;
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geoy[geocnt] = (actor->spr.pos.Y - actor2->spr.pos.Y) * inttoworld;
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geox[geocnt] = actor->float_pos().X - actor2->float_pos().X;
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geoy[geocnt] = actor->float_pos().Y - actor2->float_pos().Y;
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//geoz[geocnt] = actor->spr.z - actor2->spr.z;
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}
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if (actor2->spr.hitag == 2)
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{
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geosectorwarp2[geocnt] = actor2->sector();
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geox2[geocnt] = (actor->spr.pos.X - actor2->spr.pos.X) * inttoworld;
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geoy2[geocnt] = (actor->spr.pos.Y - actor2->spr.pos.Y) * inttoworld;
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geox2[geocnt] = actor->float_pos().X - actor2->float_pos().X;
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geoy2[geocnt] = actor->float_pos().Y - actor2->float_pos().Y;
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//geoz2[geocnt] = actor->spr.z - actor2->spr.z;
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}
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}
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