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(-)wl_agent.cpp.orig (-10 / +10 lines)
Lines 16-22 Link Here
16
16
17
#define MOVESCALE       150l
17
#define MOVESCALE       150l
18
#define BACKMOVESCALE   100l
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#define BACKMOVESCALE   100l
19
#define ANGLESCALE      20
19
#define ANGLESCALE      ((20*360)/ANGLES)
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20
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/*
21
/*
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=============================================================================
22
=============================================================================
Lines 1159-1165 Link Here
1159
    player->x = ((int32_t)tilex<<TILESHIFT)+TILEGLOBAL/2;
1159
    player->x = ((int32_t)tilex<<TILESHIFT)+TILEGLOBAL/2;
1160
    player->y = ((int32_t)tiley<<TILESHIFT)+TILEGLOBAL/2;
1160
    player->y = ((int32_t)tiley<<TILESHIFT)+TILEGLOBAL/2;
1161
    player->state = &s_player;
1161
    player->state = &s_player;
1162
    player->angle = (1-dir)*90;
1162
    player->angle = (1-dir)*VANG90;
1163
    if (player->angle<0)
1163
    if (player->angle<0)
1164
        player->angle += ANGLES;
1164
        player->angle += ANGLES;
1165
    player->flags = FL_NEVERMARK;
1165
    player->flags = FL_NEVERMARK;
Lines 1303-1319 Link Here
1303
{
1303
{
1304
    int32_t    desty;
1304
    int32_t    desty;
1305
1305
1306
    if (player->angle > 270)
1306
    if (player->angle > VANG270)
1307
    {
1307
    {
1308
        player->angle -= (short)(tics * 3);
1308
        player->angle -= (short)(tics * ((3 * ANGLES)/360));
1309
        if (player->angle < 270)
1309
        if (player->angle < VANG270)
1310
            player->angle = 270;
1310
            player->angle = VANG270;
1311
    }
1311
    }
1312
    else if (player->angle < 270)
1312
    else if (player->angle < VANG270)
1313
    {
1313
    {
1314
        player->angle += (short)(tics * 3);
1314
        player->angle += (short)(tics * ((3 * ANGLES)/360));
1315
        if (player->angle > 270)
1315
        if (player->angle > VANG270)
1316
            player->angle = 270;
1316
            player->angle = VANG270;
1317
    }
1317
    }
1318
1318
1319
    desty = (((int32_t)player->tiley-5)<<TILESHIFT)-0x3000;
1319
    desty = (((int32_t)player->tiley-5)<<TILESHIFT)-0x3000;
(-)wl_def.h.orig (-1 / +1 lines)
Lines 166-172 Link Here
166
#define TILESHIFT       16l
166
#define TILESHIFT       16l
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#define UNSIGNEDSHIFT   8
167
#define UNSIGNEDSHIFT   8
168
168
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#define ANGLES          360             // must be divisable by 4
169
#define ANGLES          3600             // must be divisable by 4
170
#define ANGLEQUAD       (ANGLES/4)
170
#define ANGLEQUAD       (ANGLES/4)
171
#define FINEANGLES      3600
171
#define FINEANGLES      3600
172
#define ANG90           (FINEANGLES/4)
172
#define ANG90           (FINEANGLES/4)
(-)wl_draw.cpp.orig (-2 / +2 lines)
Lines 787-795 Link Here
787
    viewangle = player->angle + (centerx - ob->viewx)/8;
787
    viewangle = player->angle + (centerx - ob->viewx)/8;
788
788
789
    if (ob->obclass == rocketobj || ob->obclass == hrocketobj)
789
    if (ob->obclass == rocketobj || ob->obclass == hrocketobj)
790
        angle = (viewangle-180) - ob->angle;
790
        angle = (viewangle-VANG180) - ob->angle;
791
    else
791
    else
792
        angle = (viewangle-180) - dirangle[ob->dir];
792
        angle = (viewangle-VANG180) - dirangle[ob->dir];
793
793
794
    angle+=ANGLES/16;
794
    angle+=ANGLES/16;
795
    while (angle>=ANGLES)
795
    while (angle>=ANGLES)
(-)wl_game.cpp.orig (-1 / +1 lines)
Lines 1218-1224 Link Here
1218
==================
1218
==================
1219
*/
1219
*/
1220
1220
1221
#define DEATHROTATE 2
1221
#define DEATHROTATE ((2*ANGLES)/360)
1222
1222
1223
void Died (void)
1223
void Died (void)
1224
{
1224
{

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