@@ -219,7 +219,7 @@ namespace TFE_DarkForces
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SecObject* s_playerObject = nullptr ;
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SecObject* s_playerEye = nullptr ;
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vec3_fixed s_eyePos = { 0 }; // s_camX, s_camY, s_camZ in the DOS code.
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- angle14_32 s_pitch = 0 , s_yaw = 0 , s_roll = 0 ;
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+ angle14_32 s_eyePitch = 0 , s_eyeYaw = 0 , s_eyeRoll = 0 ;
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u32 s_playerEyeFlags = OBJ_FLAG_NEEDS_TRANSFORM;
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Tick s_playerTick;
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Tick s_prevPlayerTick;
@@ -907,9 +907,9 @@ namespace TFE_DarkForces
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s_eyePos.y = s_playerEye->posWS .y ;
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s_eyePos.z = s_playerEye->posWS .z ;
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- s_pitch = s_playerEye->pitch ;
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- s_yaw = s_playerEye->yaw ;
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- s_roll = s_playerEye->roll ;
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+ s_eyePitch = s_playerEye->pitch ;
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+ s_eyeYaw = s_playerEye->yaw ;
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+ s_eyeRoll = s_playerEye->roll ;
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setCameraOffset (0 , 0 , 0 );
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setCameraAngleOffset (0 , 0 , 0 );
@@ -1265,13 +1265,13 @@ namespace TFE_DarkForces
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s_eyePos.y = s_playerEye->posWS .y + s_camOffset.y - s_playerEye->worldHeight ;
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s_eyePos.z = s_playerEye->posWS .z + s_camOffset.z ;
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- s_pitch = s_playerEye->pitch + s_camOffsetPitch;
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- s_yaw = s_playerEye->yaw + s_camOffsetYaw;
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- s_roll = s_playerEye->roll + s_camOffsetRoll;
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+ s_eyePitch = s_playerEye->pitch + s_camOffsetPitch;
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+ s_eyeYaw = s_playerEye->yaw + s_camOffsetYaw;
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+ s_eyeRoll = s_playerEye->roll + s_camOffsetRoll;
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if (s_playerEye->sector )
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{
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- renderer_computeCameraTransform (s_playerEye->sector , s_pitch, s_yaw , s_eyePos.x , s_eyePos.y , s_eyePos.z );
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+ renderer_computeCameraTransform (s_playerEye->sector , s_eyePitch, s_eyeYaw , s_eyePos.x , s_eyePos.y , s_eyePos.z );
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}
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renderer_setWorldAmbient (s_playerLight);
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}
@@ -3222,9 +3222,9 @@ namespace TFE_DarkForces
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}
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SERIALIZE (ObjState_InitVersion, s_eyePos, defV3);
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- SERIALIZE (ObjState_InitVersion, s_pitch , 0 );
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- SERIALIZE (ObjState_InitVersion, s_yaw , 0 );
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- SERIALIZE (ObjState_InitVersion, s_roll , 0 );
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+ SERIALIZE (ObjState_InitVersion, s_eyePitch , 0 );
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+ SERIALIZE (ObjState_InitVersion, s_eyeYaw , 0 );
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+ SERIALIZE (ObjState_InitVersion, s_eyeRoll , 0 );
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SERIALIZE (ObjState_InitVersion, s_playerEyeFlags, 0 );
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SERIALIZE (ObjState_InitVersion, s_playerTick, 0 );
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SERIALIZE (ObjState_InitVersion, s_prevPlayerTick, 0 );
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