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FIX: MLOOK_TURN and MLOOK_FACE were identical #795

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Jan 5, 2025
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5 changes: 5 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ New Features
- Add "Simple Skies" to Performance Options menu
- New states actions: GRAVITY and NO_GRAVITY
- New states action: SET_SCALE(float)
- New LUA function: mapobject.render_view(x, y, w, h, tid). See the world from the eyes of any mobj.


General Improvements/Changes
Expand All @@ -29,6 +30,7 @@ General Improvements/Changes
- Sky drawing improvements
- Heretic/Blasphemer tweaks
- Consolidate GL state changes and render calls
- Autoscale intermission texts if there are too many lines to fit on the screen


Bugs fixed
Expand All @@ -42,4 +44,7 @@ Bugs fixed
- Boom line 242 support vastly improved
- Fix for patch atlas lookups for invalid characters
- Calling named RTS Tags via state action RTS_ENABLE_TAGGED did not work
- PNG textures/flats did not tile
- MLOOK_TURN and MLOOK_FACE thing.ddf actions were exactly the same. Changed MLOOK_TURN to behave like it's horizontal equivalent TURN.


3 changes: 2 additions & 1 deletion source_files/edge/p_action.cc
Original file line number Diff line number Diff line change
Expand Up @@ -1073,7 +1073,8 @@ void A_MlookTurn(MapObject *mo)
const State *st = mo->state_;

if (st && st->action_par)
mo->vertical_angle_ = epi::BAMFromATan(*(float *)st->action_par);
mo->vertical_angle_ += epi::BAMFromATan(*(float *)st->action_par);

}

void A_MoveFwd(MapObject *mo)
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