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SW: Rename q16avel -> q16angvel and q16horz -> q16aimvel.
While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.
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952c578957
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6 changed files with 81 additions and 81 deletions
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@ -1538,7 +1538,7 @@ DoPlayerCrawlHeight(PLAYERp pp)
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double scaleAdjustmentToInterval(double x);
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void
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DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16avel)
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DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel)
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{
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#define TURN_SHIFT 2
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@ -1617,14 +1617,14 @@ DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16avel)
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return;
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}
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q16avel = fix16_smul(q16avel, fix16_from_int(PLAYER_TURN_SCALE));
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q16angvel = fix16_smul(q16angvel, fix16_from_int(PLAYER_TURN_SCALE));
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if (q16avel != 0)
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if (q16angvel != 0)
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{
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// running is not handled here now
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q16avel += fix16_sdiv(q16avel, fix16_from_int(4));
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q16angvel += fix16_sdiv(q16angvel, fix16_from_int(4));
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*pq16ang += fix16_sdiv(fix16_mul(q16avel, fix16_from_int(synctics)), fix16_from_int(32));
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*pq16ang += fix16_sdiv(fix16_mul(q16angvel, fix16_from_int(synctics)), fix16_from_int(32));
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*pq16ang = NORM_Q16ANGLE(*pq16ang);
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if (PEDANTIC_MODE)
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*pq16ang = fix16_floor(*pq16ang);
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@ -1656,7 +1656,7 @@ DoPlayerTurnBoat(PLAYERp pp)
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if (sop->drive_angspeed)
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{
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pp->drive_oangvel = pp->drive_angvel;
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16avel), sop->drive_angspeed);
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16angvel), sop->drive_angspeed);
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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@ -1665,7 +1665,7 @@ DoPlayerTurnBoat(PLAYERp pp)
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}
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else
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{
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angvel = fix16_to_int(pp->input.q16avel) * PLAYER_TURN_SCALE;
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angvel = fix16_to_int(pp->input.q16angvel) * PLAYER_TURN_SCALE;
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angvel += angvel - DIV4(angvel);
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angvel = DIV32(angvel * synctics);
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}
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@ -1688,7 +1688,7 @@ DoPlayerTurnTank(PLAYERp pp, int z, int floor_dist)
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int angslide;
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pp->drive_oangvel = pp->drive_angvel;
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16avel), sop->drive_angspeed);
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16angvel), sop->drive_angspeed);
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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@ -1697,7 +1697,7 @@ DoPlayerTurnTank(PLAYERp pp, int z, int floor_dist)
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}
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else
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{
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angvel = DIV8(fix16_to_int(pp->input.q16avel) * synctics);
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angvel = DIV8(fix16_to_int(pp->input.q16angvel) * synctics);
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}
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if (angvel != 0)
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@ -1721,7 +1721,7 @@ DoPlayerTurnTankRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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int angslide;
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pp->drive_oangvel = pp->drive_angvel;
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16avel), sop->drive_angspeed);
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16angvel), sop->drive_angspeed);
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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@ -1730,7 +1730,7 @@ DoPlayerTurnTankRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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}
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else
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{
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angvel = DIV8(fix16_to_int(pp->input.q16avel) * synctics);
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angvel = DIV8(fix16_to_int(pp->input.q16angvel) * synctics);
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}
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if (angvel != 0)
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@ -1759,9 +1759,9 @@ DoPlayerTurnTurret(PLAYERp pp)
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fifo_ndx = (movefifoplc-2) & (MOVEFIFOSIZ - 1);
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last_input = pp->inputfifo[fifo_ndx];
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if (pp->input.q16avel && !last_input.q16avel)
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if (pp->input.q16angvel && !last_input.q16angvel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else if (!pp->input.q16avel && last_input.q16avel)
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else if (!pp->input.q16angvel && last_input.q16angvel)
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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}
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@ -1770,7 +1770,7 @@ DoPlayerTurnTurret(PLAYERp pp)
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int angslide;
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pp->drive_oangvel = pp->drive_angvel;
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16avel), sop->drive_angspeed);
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pp->drive_angvel = mulscale16(fix16_to_int(pp->input.q16angvel), sop->drive_angspeed);
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angslide = sop->drive_angslide;
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pp->drive_angvel = (pp->drive_angvel + (pp->drive_oangvel*(angslide-1)))/angslide;
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@ -1779,7 +1779,7 @@ DoPlayerTurnTurret(PLAYERp pp)
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}
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else
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{
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angvel = DIV4(fix16_to_int(pp->input.q16avel) * synctics);
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angvel = DIV4(fix16_to_int(pp->input.q16angvel) * synctics);
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}
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if (angvel != 0)
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@ -1906,7 +1906,7 @@ PlayerAutoLook(PLAYERp pp)
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extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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void
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DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16horz)
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DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel)
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{
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int i;
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#define HORIZ_SPEED (16)
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@ -1924,9 +1924,9 @@ DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16horz)
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if (cl_slopetilting)
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PlayerAutoLook(pp);
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if (q16horz)
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if (q16aimvel)
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{
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pp->q16horizbase += q16horz;
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pp->q16horizbase += q16aimvel;
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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}
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@ -2635,7 +2635,7 @@ DoPlayerMove(PLAYERp pp)
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SlipSlope(pp);
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DoPlayerTurn(pp, &pp->q16ang, pp->input.q16avel);
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DoPlayerTurn(pp, &pp->q16ang, pp->input.q16angvel);
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pp->oldposx = pp->posx;
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pp->oldposy = pp->posy;
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@ -2739,7 +2739,7 @@ DoPlayerMove(PLAYERp pp)
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DoPlayerSetWadeDepth(pp);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
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if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
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{
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@ -2947,7 +2947,7 @@ DoPlayerMoveBoat(PLAYERp pp)
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OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy);
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pp->cursectnum = save_sectnum; // for speed
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
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}
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#if 0
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@ -3117,7 +3117,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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return;
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// not moving - don't crush
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if ((pp->xvect|pp->yvect) == 0 && pp->input.q16avel == 0)
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if ((pp->xvect|pp->yvect) == 0 && pp->input.q16angvel == 0)
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return;
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// main sector
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@ -3458,7 +3458,7 @@ DoPlayerMoveTank(PLAYERp pp)
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OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy);
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pp->cursectnum = save_sectnum; // for speed
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
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DoTankTreads(pp);
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}
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@ -3475,7 +3475,7 @@ DoPlayerMoveTurret(PLAYERp pp)
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OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->sop->xmid, pp->sop->ymid);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
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}
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void
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@ -4051,7 +4051,7 @@ DoPlayerClimb(PLAYERp pp)
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16horz);
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
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if (FAF_ConnectArea(pp->cursectnum))
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{
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@ -5922,7 +5922,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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break;
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case SO_TURRET_MGUN:
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case SO_TURRET:
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if (pp->input.q16avel)
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if (pp->input.q16angvel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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break;
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case SO_TURRET_MGUN:
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case SO_TURRET:
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if (pp->input.q16avel)
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if (pp->input.q16angvel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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@ -6779,9 +6779,9 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
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//DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics);
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// allow turning
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if ((TEST(pp->Flags, PF_DEAD_HEAD) && pp->input.q16avel != 0) || TEST(pp->Flags, PF_HEAD_CONTROL))
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if ((TEST(pp->Flags, PF_DEAD_HEAD) && pp->input.q16angvel != 0) || TEST(pp->Flags, PF_HEAD_CONTROL))
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{
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DoPlayerTurn(pp, &pp->q16ang, pp->input.q16avel);
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DoPlayerTurn(pp, &pp->q16ang, pp->input.q16angvel);
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return;
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}
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@ -7603,7 +7603,7 @@ void ChopsCheck(PLAYERp pp)
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if (!M_Active() && !HelpInputMode && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1)
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{
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if ((pp->input.bits|pp->input.vel|pp->input.svel|pp->input.q16avel|pp->input.q16horz) ||
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if ((pp->input.bits|pp->input.vel|pp->input.svel|pp->input.q16angvel|pp->input.q16aimvel) ||
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TEST(pp->Flags, PF_CLIMBING|PF_FALLING|PF_DIVING))
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{
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// Hit a input key or other reason to stop chops
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