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- SW: Don't reset player pitch upon death.
* This _somewhat_ addresses #770 by hiding the effects of it. * Since we re-init `Player::Angles` when a new actor is spawned, this all resets anyway.
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1 changed files with 0 additions and 3 deletions
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@ -6023,10 +6023,8 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
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pp->Flags &= ~(PF_DEAD);
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pp->Flags &= ~(PF_DEAD);
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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pp->input.actions |= SB_CENTERVIEW;
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plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
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plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
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pp->actor->spr.Angles.Pitch = nullAngle;
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plActor->user.ID = NINJA_RUN_R0;
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plActor->user.ID = NINJA_RUN_R0;
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PlayerDeathReset(pp);
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PlayerDeathReset(pp);
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@ -7086,7 +7084,6 @@ void InitAllPlayers(void)
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pp->FadeAmt = 0;
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pp->FadeAmt = 0;
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pp->FadeTics = 0;
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pp->FadeTics = 0;
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pp->StartColor = 0;
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pp->StartColor = 0;
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pp->Angles.ViewAngles.Pitch = nullAngle;
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INITLIST(&pp->PanelSpriteList);
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INITLIST(&pp->PanelSpriteList);
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}
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}
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