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weapon pickup voxels spinning in place
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0de9800c97
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@ -393,10 +393,28 @@ static int VX_RotateModeForThing (mobj_t * thing)
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break;
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break;
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}
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}
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// in most maps, items don't have "nice" facing directions, so this
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if (vx_rotate_items)
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// option orientates them in a way similar to sprites.
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{
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if (vx_rotate_items && (thing->flags & MF_SPECIAL))
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switch (thing->sprite)
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return 1;
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{
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case SPR_SHOT:
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case SPR_MGUN:
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case SPR_LAUN:
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case SPR_PLAS:
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case SPR_BFUG:
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case SPR_CSAW:
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case SPR_SGN2:
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return 3;
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default:
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break;
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}
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// in most maps, items don't have "nice" facing directions, so this
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// option orientates them in a way similar to sprites.
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if (thing->flags & MF_SPECIAL)
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return 1;
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}
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// use existing angle
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// use existing angle
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return 0;
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return 0;
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@ -534,6 +552,10 @@ boolean VX_ProjectVoxel (mobj_t * thing)
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case 2:
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case 2:
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angle = R_PointToAngle (gx, gy) + ANG180;
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angle = R_PointToAngle (gx, gy) + ANG180;
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break;
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break;
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case 3:
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angle = 4 * leveltime * ANG1;
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break;
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}
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}
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angle_t ang2 = ANG180 - viewangle + angle;
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angle_t ang2 = ANG180 - viewangle + angle;
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