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https://github.com/ZDoom/Raze.git
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- Clean up all previously annotated angle/yaw checks.
This commit is contained in:
parent
01d9877c8c
commit
aa868232c8
12 changed files with 28 additions and 64 deletions
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@ -34,7 +34,6 @@ BEGIN_BLD_NS
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static InputPacket gInput;
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer);
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void doslopetilting(PLAYER* pPlayer, double const scaleAdjust);
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//---------------------------------------------------------------------------
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@ -69,7 +68,6 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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pPlayer->Angles.processLegacyHelperYaw(scaleAdjust);
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pPlayer->Angles.processLegacyHelperPitch(scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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if (packet)
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@ -813,7 +813,7 @@ void playerStart(int nPlayer, int bNewLevel)
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GetActorExtents(actor, &top, &bottom);
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actor->spr.pos.Z -= bottom - actor->spr.pos.Z;
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actor->spr.pal = 11 + (pPlayer->teamId & 3);
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actor->spr.Angles.Yaw = pPlayer->Angles.ZzANGLE() = pStartZone->angle; // check me out later.
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actor->spr.Angles.Yaw = pStartZone->angle;
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actor->spr.type = kDudePlayer1 + nPlayer;
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actor->clipdist = pDudeInfo->fClipdist();
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actor->spr.flags = 15;
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@ -1492,17 +1492,6 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
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return -1;
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}
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//---------------------------------------------------------------------------
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//
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// Player's sprite angle function, called in ProcessInput() or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
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{
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pPlayer->actor->spr.Angles.Yaw = pPlayer->Angles.ZzANGLE(); // check me out later.
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}
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//---------------------------------------------------------------------------
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//
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// Player's slope tilting wrapper function function, called in ProcessInput() or from gi->GetInput() as required.
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@ -1601,10 +1590,6 @@ void ProcessInput(PLAYER* pPlayer)
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pPlayer->Angles.applyYaw(pInput->avel, &pInput->actions);
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}
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// unconditionally update the player's sprite angle
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// in case game is forcing synchronised input.
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UpdatePlayerSpriteAngle(pPlayer);
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if (!(pInput->actions & SB_JUMP))
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pPlayer->cantJump = 0;
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@ -362,7 +362,7 @@ void movedummyplayers(void)
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{
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.pos.Z = act->sector()->ceilingz + 27;
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act->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later.
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act->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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@ -465,7 +465,6 @@ void moveplayers(void)
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p->Angles.addYaw(deltaangle(p->Angles.ZzANGLE(), (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
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}
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}
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act->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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}
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}
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else
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@ -499,13 +498,11 @@ void moveplayers(void)
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if (act->spr.extra < 8)
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{
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act->vel.X = 8;
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act->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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act->spr.extra++;
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ssp(act, CLIPMASK0);
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}
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else
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{
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act->spr.Angles.Yaw = DAngle360 - minAngle - p->Angles.ZzANGLE(); // check me out later.
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SetActor(act, act->spr.pos);
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}
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}
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@ -811,7 +808,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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if (actor->spr.pal == 12)
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actor->vel.X = 10.25;
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else actor->vel.X = 8.75;
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actor->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later.
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actor->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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ps[p].toggle_key_flag = 2;
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}
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}
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@ -1334,7 +1334,7 @@ void movetransports_d(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].Angles.ZzANGLE() = Owner->spr.Angles.Yaw; // check me out later.
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ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
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if (Owner->GetOwner() != Owner)
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{
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@ -1685,7 +1685,7 @@ static void greenslime(DDukeActor *actor)
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SetActor(actor, actor->spr.pos);
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actor->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later.
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actor->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
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if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))
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@ -1222,7 +1222,7 @@ void movetransports_r(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].Angles.ZzANGLE() = Owner->spr.Angles.Yaw; // check me out later.
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ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
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if (Owner->GetOwner() != Owner)
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{
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@ -1945,7 +1945,7 @@ void rr_specialstats()
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{
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if (act2->spr.picnum == RRTELEPORTDEST)
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{
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ps[p].Angles.ZzANGLE() = act2->spr.Angles.Yaw; // check me out later.
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ps[p].Angles.setYaw(act2->spr.Angles.Yaw, true);
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ps[p].GetActor()->spr.pos = act2->spr.pos.plusZ(-36 + gs.playerheight);
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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@ -2833,7 +2833,7 @@ int ParseState::parse(void)
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case concmd_ifangdiffl:
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{
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insptr++;
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auto ang = absangle(ps[g_p].Angles.ZzANGLE(), g_ac->spr.Angles.Yaw); // check me out later.
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auto ang = absangle(ps[g_p].GetActor()->spr.Angles.Yaw, g_ac->spr.Angles.Yaw);
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parseifelse( ang <= mapangle(*insptr));
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break;
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}
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@ -843,7 +843,6 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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p->Angles.processLegacyHelperYaw(scaleAdjust);
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p->Angles.processLegacyHelperPitch(scaleAdjust);
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p->GetActor()->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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}
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if (packet)
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@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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if (splash)
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{
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splash->spr.pos.XY() = hit.hitpos.XY();
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splash->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later. // Total tweek
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splash->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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splash->vel.X = 2;
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ssp(actor, CLIPMASK0);
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splash->vel.X = 0;
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@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
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if (splash)
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{
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splash->spr.pos.XY() = hit.hitpos.XY();
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splash->spr.Angles.Yaw = ps[p].Angles.ZzANGLE(); // check me out later. // Total tweek
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splash->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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splash->vel.X = 2;
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ssp(actor, 0);
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splash->vel.X = 0;
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@ -1467,7 +1467,7 @@ void checkweapons_r(player_struct* p)
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auto j = spawn(p->GetActor(), 7220);
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if (j)
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{
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j->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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j->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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p->OnMotorcycle = 0;
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@ -1486,7 +1486,7 @@ void checkweapons_r(player_struct* p)
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auto j = spawn(p->GetActor(), 7233);
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if (j)
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{
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j->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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j->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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p->OnBoat = 0;
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@ -3949,7 +3949,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
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if (motosprite)
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{
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p->GetActor()->spr.pos.XY() = motosprite->spr.pos.XY();
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p->Angles.ZzANGLE() = motosprite->spr.Angles.Yaw; // check me out later.
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p->Angles.setYaw(motosprite->spr.Angles.Yaw, true);
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p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
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motosprite->Destroy();
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}
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@ -4004,7 +4004,7 @@ void OffMotorcycle(player_struct *p)
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auto spawned = spawn(p->GetActor(), EMPTYBIKE);
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if (spawned)
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{
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spawned->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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spawned->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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}
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@ -4023,7 +4023,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
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if (boat)
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{
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p->GetActor()->spr.pos.XY() = boat->spr.pos.XY();
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p->Angles.ZzANGLE() = boat->spr.Angles.Yaw; // check me out later.
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p->Angles.setYaw(boat->spr.Angles.Yaw, true);
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p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
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boat->Destroy();
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}
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@ -4065,7 +4065,7 @@ void OffBoat(player_struct *p)
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auto spawned = spawn(p->GetActor(), EMPTYBOAT);
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if (spawned)
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{
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spawned->spr.Angles.Yaw = p->Angles.ZzANGLE(); // check me out later.
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spawned->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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}
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@ -665,8 +665,7 @@ static void pickupMessage(int no)
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void UpdatePlayerSpriteAngle(Player* pPlayer)
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{
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inita = pPlayer->Angles.ZzANGLE();
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if (pPlayer->pActor) pPlayer->pActor->spr.Angles.Yaw = inita;
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if (pPlayer->pActor) inita = pPlayer->pActor->spr.Angles.Yaw;
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}
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//---------------------------------------------------------------------------
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@ -1508,16 +1508,12 @@ void DoPlayerJumpHeight(PLAYER* pp)
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void UpdatePlayerSpriteAngle(PLAYER* pp)
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{
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DSWActor* plActor = pp->actor;
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plActor->backupang();
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plActor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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plActor = pp->PlayerUnderActor;
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DSWActor* plActor = pp->PlayerUnderActor;
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if (!Prediction && plActor)
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{
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plActor->backupang();
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plActor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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plActor->spr.Angles.Yaw = pp->actor->spr.Angles.Yaw;
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}
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}
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@ -1557,11 +1553,10 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist)
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if (avel != 0)
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{
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auto sum = pp->Angles.ZzANGLE() + DAngle::fromDeg(avel);
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auto sum = pp->actor->spr.Angles.Yaw + DAngle::fromDeg(avel);
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if (MultiClipTurn(pp, sum, zz, floordist))
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{
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pp->Angles.ZzANGLE() = sum;
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pp->actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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pp->actor->spr.Angles.Yaw = sum;
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}
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}
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}
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@ -1591,11 +1586,10 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos)
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if (avel != 0)
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{
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auto sum = pp->Angles.ZzANGLE() + DAngle::fromDeg(avel);
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auto sum = pp->actor->spr.Angles.Yaw + DAngle::fromDeg(avel);
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if (RectClipTurn(pp, sum, pos, opos))
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{
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pp->Angles.ZzANGLE() = sum;
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pp->actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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pp->actor->spr.Angles.Yaw = sum;
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}
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}
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}
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@ -1625,7 +1619,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
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if (fabs(avel) >= FLT_EPSILON)
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{
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new_ang = pp->Angles.ZzANGLE() + DAngle::fromDeg(avel);
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new_ang = pp->actor->spr.Angles.Yaw + DAngle::fromDeg(avel);
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if (sop->limit_ang_center >= nullAngle)
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{
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@ -1640,8 +1634,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
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}
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}
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pp->Angles.ZzANGLE() = new_ang;
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pp->actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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pp->actor->spr.Angles.Yaw = new_ang;
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}
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OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), pp->sop->pmid);
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@ -1850,7 +1843,6 @@ void UpdatePlayerSprite(PLAYER* pp)
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if (pp->Flags & (PF_DEAD))
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{
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ChangeActorSect(pp->actor, pp->cursector);
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actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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UpdatePlayerUnderSprite(pp);
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return;
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}
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@ -1895,8 +1887,6 @@ void UpdatePlayerSprite(PLAYER* pp)
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ChangeActorSect(pp->actor, pp->cursector);
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UpdatePlayerUnderSprite(pp);
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actor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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}
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//---------------------------------------------------------------------------
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@ -5333,10 +5323,7 @@ void DoPlayerStopOperate(PLAYER* pp)
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if (pp->sop_remote)
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{
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DSWActor* rsp = pp->remoteActor;
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if (TEST_BOOL1(rsp))
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pp->Angles.ZzANGLE() = pp->Angles.ZzOLDANGLE() = rsp->spr.Angles.Yaw; // check me out later.
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else
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pp->Angles.ZzANGLE() = pp->Angles.ZzOLDANGLE() = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
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pp->Angles.setYaw(rsp && TEST_BOOL1(rsp) ? rsp->spr.Angles.Yaw : (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(), true);
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}
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if (pp->sop_control)
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@ -6004,7 +5991,6 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
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plActor->spr.picnum = plActor->user.State->Pic;
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plActor->spr.picnum = plActor->user.State->Pic;
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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DoSpawnTeleporterEffect(plActor);
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PlaySound(DIGI_TELEPORT, pp, v3df_none);
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@ -12201,7 +12201,7 @@ int InitSwordAttack(PLAYER* pp)
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bubble = SpawnBubble(pp->actor);
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if (bubble != nullptr)
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{
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bubble->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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bubble->spr.Angles.Yaw = plActor->spr.Angles.Yaw;
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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@ -12369,7 +12369,7 @@ int InitFistAttack(PLAYER* pp)
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bubble = SpawnBubble(pp->actor);
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if (bubble != nullptr)
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{
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bubble->spr.Angles.Yaw = pp->Angles.ZzANGLE(); // check me out later.
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bubble->spr.Angles.Yaw = plActor->spr.Angles.Yaw;
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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