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- Revert change to TAngle<T>
's /
operator that snuck in.
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4 changed files with 4 additions and 4 deletions
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@ -1364,7 +1364,7 @@ public:
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return Degrees_ / other;
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return Degrees_ / other;
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}
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}
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constexpr TAngle operator/ (TAngle other) const
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constexpr double operator/ (TAngle other) const
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{
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{
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return Degrees_ / other.Degrees_;
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return Degrees_ / other.Degrees_;
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}
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}
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@ -526,7 +526,7 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s
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{
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{
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cPos.Z += bobHeight;
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cPos.Z += bobHeight;
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}
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}
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cPos.Z -= lerp(-10., 10., ((cH.Normalized180() + DAngle90) / DAngle180).Degrees());
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cPos.Z -= lerp(-10., 10., (cH.Normalized180() + DAngle90) / DAngle180);
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}
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}
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else
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else
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{
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{
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@ -232,7 +232,7 @@ void displayweapon_d(int snum, double interpfrac)
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plravel = getavel(snum) * (1. / 16.);
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plravel = getavel(snum) * (1. / 16.);
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auto horiz = !SyncInput() ? p->horizon.sum() : p->horizon.interpolatedsum(interpfrac);
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auto horiz = !SyncInput() ? p->horizon.sum() : p->horizon.interpolatedsum(interpfrac);
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horiz16th = lerp(-16., 16., ((horiz.Normalized180() + DAngle90) / DAngle180).Degrees());
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horiz16th = lerp(-16., 16., (horiz.Normalized180() + DAngle90) / DAngle180);
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look_anghalf = p->angle.look_anghalf(interpfrac);
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look_anghalf = p->angle.look_anghalf(interpfrac);
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looking_arc = p->angle.looking_arc(interpfrac);
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looking_arc = p->angle.looking_arc(interpfrac);
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hard_landing *= 8.;
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hard_landing *= 8.;
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@ -180,7 +180,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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// WTF???
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// WTF???
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DAngle myang = DAngle90 - (DAngle180 - abs(abs((spos.XY() - ps[p].pos.XY()).Angle() - sang) - DAngle180));
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DAngle myang = DAngle90 - (DAngle180 - abs(abs((spos.XY() - ps[p].pos.XY()).Angle() - sang) - DAngle180));
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if (ps[p].GetActor()->vel.X != 0)
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if (ps[p].GetActor()->vel.X != 0)
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vel = ((myang / DAngle90).Degrees() * ps[p].GetActor()->vel.X) + 25;
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vel = ((myang / DAngle90) * ps[p].GetActor()->vel.X) + 25;
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if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
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if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
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spawned = spawn(actor, WATERBUBBLE);
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spawned = spawn(actor, WATERBUBBLE);
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}
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}
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