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Handle angleturn conflict
Since Sryder mentioned it, the main difference is: - player->angleturn is the absolute angle, like vanilla, but it's now an angle_t, so it doesn't need shifted. - cmd->turning modifies player->angleturn relatively, instead of absolute angles being stored in the cmd (makes the system less cheatable for kart) - Because the absolute angle is no longer stored in the cmd, all of the pre/post angleturn values that vanilla has basically just need to be flat-out removed.
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1 changed files with 2 additions and 5 deletions
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@ -1371,12 +1371,9 @@ static void CL_ReloadReceivedSavegame(void)
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neededtic = gametic;
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neededtic = gametic;
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maketic = neededtic;
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maketic = neededtic;
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ticcmd_oldangleturn[0] = players[consoleplayer].oldrelangleturn;
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for (i = 0; i <= splitscreen; i++)
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P_ForceLocalAngle(&players[consoleplayer], (angle_t)(players[consoleplayer].angleturn << 16));
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if (splitscreen)
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{
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{
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ticcmd_oldangleturn[1] = players[secondarydisplayplayer].oldrelangleturn;
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P_ForceLocalAngle(&players[displayplayers[i]], players[displayplayers[i]].angleturn);
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P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16));
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}
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}
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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