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Use facing angle
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1 changed files with 1 additions and 4 deletions
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@ -4011,8 +4011,6 @@ DoneSection2:
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const fixed_t minspeed = 24*hscale;
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fixed_t speed = FixedHypot(player->mo->momx, player->mo->momy);
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fixed_t upwards = 32*FRACUNIT;
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angle_t pushangle = (speed ? R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy) : player->mo->angle);
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// if we have no speed for SOME REASON, use the player's angle, otherwise we'd be forcefully thrusted to what I can only assume is angle 0
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if (player->mo->eflags & MFE_SPRUNG)
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{
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@ -4036,8 +4034,7 @@ DoneSection2:
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speed = minspeed;
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}
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player->mo->angle = pushangle;
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P_InstaThrust(player->mo, pushangle, speed);
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P_InstaThrust(player->mo, player->mo->angle, speed);
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}
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break;
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