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Dumb stupid hack where NiGHTS faces you upon Nightserizing
Because I can't figure out how to tell which player angle is "forward" in an axis track.
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1 changed files with 5 additions and 0 deletions
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@ -770,6 +770,11 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
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player->texttimer = (UINT8)(110 - timeinmap);
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player->texttimer = (UINT8)(110 - timeinmap);
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}
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}
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// make NiGHTS face you only upon Nightserizing (w/ attitude!)
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// calculate player->angle_pos ourselves because it won't be set the first time
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if (player->mo->target)
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player->mo->angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
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player->powers[pw_carry] = CR_NIGHTSMODE;
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player->powers[pw_carry] = CR_NIGHTSMODE;
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}
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}
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