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- SW: Remove Player::siang
since we have the same data in
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5 changed files with 1 additions and 6 deletions
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@ -800,7 +800,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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}
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tsp->pos = pos;
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tsp->Angles.Yaw = pp->siang;
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tsp->Angles.Yaw = pp->Angles.RenderAngles.Yaw;
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//continue;
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}
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else
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@ -1260,7 +1260,6 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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}
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pp->si = tpos.plusZ(-pp->actor->getOffsetZ());
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pp->siang = tangles.Yaw;
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QuakeViewChange(camerapp, tpos, tangles.Yaw);
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int vis = g_visibility;
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@ -1744,7 +1744,6 @@ struct PLAYER
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double circle_camera_dist;
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DVector3 si; // save player interp position for PlayerSprite
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DAngle siang;
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DVector2 vect, ovect, slide_vect; // these need floatification, but must be done together. vect is in 14.18 format!
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@ -7464,7 +7464,6 @@ DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_dist)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, six)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, siy)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, siz)
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DEFINE_FIELD_X(SWPlayer, PLAYER, siang)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, xvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, yvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, oxvect)
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@ -460,7 +460,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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("six", w.si.X)
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("siy", w.si.Y)
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("siz", w.si.Z)
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("siang", w.siang)
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("xvect", w.vect.X)
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("yvect", w.vect.Y)
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("friction", w.friction)
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@ -198,7 +198,6 @@ struct SWPlayer native
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native double hiz,loz;
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native double p_ceiling_dist,p_floor_dist;
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native double circle_camera_dist;
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native double siang;
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native int friction;
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native int16 slide_ang;
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