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Signs: always use map thing's angle if it exists, else face direction player is moving from
If no map thing exists, should face toward the camera, not away from it.
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15edab5e85
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1 changed files with 7 additions and 1 deletions
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@ -4621,6 +4621,8 @@ void P_SetupSignExit(player_t *player, boolean tie)
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thinker_t *think;
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INT32 numfound = 0;
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angle_t bestAngle = K_MomentumAngle(player->mo) + ANGLE_180;
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if (player->position != 1)
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return;
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@ -4630,6 +4632,8 @@ void P_SetupSignExit(player_t *player, boolean tie)
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if (thing->type != MT_SIGN)
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continue;
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bestAngle = thing->angle;
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if (tie)
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{
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break;
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@ -4656,6 +4660,8 @@ void P_SetupSignExit(player_t *player, boolean tie)
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if (thing->type != MT_SIGN)
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continue;
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bestAngle = thing->angle;
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if (tie)
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{
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break;
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@ -4675,7 +4681,7 @@ void P_SetupSignExit(player_t *player, boolean tie)
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if (player->mo && !P_MobjWasRemoved(player->mo))
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{
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thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN);
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thing->angle = player->mo->angle;
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thing->angle = bestAngle;
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P_SetupSignObject(thing, player->mo, (tie == false)); // Use :youfuckedup: sign face, except during ties
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}
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}
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