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- Blood: do not double-rotate the player.
One of these actions needs to be removed, now that the angles are consolidated.
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1 changed files with 0 additions and 3 deletions
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@ -910,7 +910,6 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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viewBackupSpriteLoc(actor);
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actor->spr.pos.XY() = spot + pt_w2 - pivot;
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actor->spr.Angles.Yaw += angleofs;
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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@ -922,7 +921,6 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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viewBackupSpriteLoc(actor);
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actor->spr.pos.XY() = spot - pt_w2 + pivot;
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actor->spr.Angles.Yaw += angleofs;
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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else if (pXSector->Drag)
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{
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@ -938,7 +936,6 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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}
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actor->spr.Angles.Yaw += angleofs;
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actor->spr.pos += position;
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if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
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}
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}
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}
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