made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.
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1f723c10ae
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67ebbe3ed4
5 changed files with 21 additions and 18 deletions
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@ -3930,12 +3930,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
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// Set actor's angle (in degrees).
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//
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//===========================================================================
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enum
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{
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SPF_FORCECLAMP = 1, // players always clamp
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SPF_INTERPOLATE = 2,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_ANGLE(angle, 0);
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self->SetAngle(angle);
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ACTION_PARAM_INT(flags, 1)
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self->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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@ -3946,11 +3953,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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//
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//===========================================================================
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enum
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{
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SPF_FORCECLAMP = 1, // players always clamp
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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{
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ACTION_PARAM_START(2);
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@ -3973,7 +3975,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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}
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pitch = clamp<int>(pitch, min, max);
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}
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self->SetPitch(pitch);
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self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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