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- Remove now-unused interpolation methods from DCoreActor
class.
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@ -205,46 +205,11 @@ public:
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vel = { 0,0,0 };
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}
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// Same as above but with inverted y and z axes to match the renderer's coordinate system.
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double interpolatedx(double const smoothratio, int const scale = 16)
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{
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return __interpvaluef(opos.X, spr.pos.X, smoothratio, scale);
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}
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double interpolatedy(double const smoothratio, int const scale = 16)
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{
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return __interpvaluef(opos.Y, spr.pos.Y, smoothratio, scale);
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}
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double interpolatedz(double const smoothratio, int const scale = 16)
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{
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return __interpvaluef(opos.Z, spr.pos.Z, smoothratio, scale);
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}
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DVector3 interpolatedvec3(double const interpfrac)
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{
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return ::interpolatedvalue(opos, spr.pos, interpfrac);
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}
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int32_t __interpolatedx(double const smoothratio, int const scale = 16)
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{
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return interpolatedx(smoothratio, scale) * worldtoint;
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}
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int32_t __interpolatedy(double const smoothratio, int const scale = 16)
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{
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return interpolatedy(smoothratio, scale) * worldtoint;
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}
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int32_t __interpolatedz(double const smoothratio, int const scale = 16)
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{
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return interpolatedz(smoothratio, scale) * zworldtoint;
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}
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DAngle interpolatedangle(double const interpfrac)
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{
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return ::interpolatedvalue(oang, spr.angle, interpfrac);
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