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- Utilise actor sprite's full precision in instances where angle was converted to Build and back again.
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33 changed files with 95 additions and 89 deletions
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@ -102,7 +102,7 @@ bool calcChaseCamPos(int* px, int* py, int* pz, DCoreActor* act, sectortype** ps
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else
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{
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// same as wall calculation.
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daang = DAngle::fromBuild(act->int_ang() - 512);
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daang = act->spr.angle - DAngle90;
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newdist = int(np.X * daang.Sin() * (1 << BUILDSINBITS) + np.Y * -daang.Cos() * (1 << BUILDSINBITS));
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if (abs(np.X) > abs(np.Y))
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