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Quake tilt in correct direction
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1 changed files with 2 additions and 1 deletions
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@ -4176,6 +4176,7 @@ Quaketilt (player_t *player)
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angle_t moma = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
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INT32 delta = (INT32)( player->mo->angle - moma );
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fixed_t speed;
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// Hi! I'm "not a math guy"!
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if (abs(delta) > ANGLE_90)
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delta = (INT32)(( moma + ANGLE_180 ) - player->mo->angle );
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@ -4214,7 +4215,7 @@ DoABarrelRoll (player_t *player)
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else
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slope = 0;
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slope += Quaketilt(player);
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slope -= Quaketilt(player);
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delta = (INT32)( slope - player->viewrollangle )/ 32;
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