- converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut.
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36 changed files with 192 additions and 493 deletions
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@ -168,7 +168,6 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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AWeapon *beastweap;
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APlayerPawn *mo;
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APlayerPawn *pmo;
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angle_t angle;
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pmo = player->mo;
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// [MH]
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@ -305,11 +304,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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}
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angle = mo->_f_angle() >> ANGLETOFINESHIFT;
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AActor *eflash = NULL;
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if (exit_flash != NULL)
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{
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eflash = Spawn(exit_flash, pmo->Vec3Offset(20*finecosine[angle], 20*finesine[angle], TELEFOGHEIGHT), ALLOW_REPLACE);
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eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
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if (eflash) eflash->target = mo;
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}
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mo->SetupWeaponSlots(); // Use original class's weapon slots.
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