- blocked off direct access to TAngle’s internal storage.
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31 changed files with 123 additions and 235 deletions
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@ -262,7 +262,7 @@ void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int wind
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// screen that would be visible on a 4:3 display has the requested FOV.
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if (viewwindow.centerxwide != viewwindow.centerx)
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{ // centerxwide is what centerx would be if the display was not widescreen
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fov = DAngle::ToDegrees(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
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fov = DAngle::fromRad(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
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if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
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}
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viewwindow.FocalTangent = tan(fov.Radians() / 2);
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@ -599,7 +599,7 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
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DVector2 v = Angles.Yaw.ToVector();
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ViewVector.X = v.X;
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ViewVector.Y = v.Y;
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HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees);
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HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees());
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}
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@ -1117,7 +1117,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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double alen = sqrt(angx*angx + angy*angy);
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viewpoint.HWAngles.Pitch = FAngle::fromRad((float)asin(angy / alen));
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viewpoint.HWAngles.Roll.Degrees = (float)viewpoint.Angles.Roll.Degrees; // copied for convenience.
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viewpoint.HWAngles.Roll = FAngle::fromDeg(viewpoint.Angles.Roll.Degrees()); // copied for convenience.
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// ViewActor only gets set, if the camera actor should not be rendered
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if (actor->player && actor->player - players == consoleplayer &&
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