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2d3d:: adjusted shmup to reversed Z
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55d7678c99
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@ -1100,7 +1100,7 @@ void centerpc(ld aspd) {
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else
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View = inverse(T);
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if(vid.yshift) View = cpush(2, wall_radar(viewctr.at->c7, T)) * View;
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if(WDIM == 2) View = cspin(2, 1, M_PI/2 + shmup::playerturny[id]) * spin(-M_PI/2) * View;
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if(WDIM == 2) View = cspin(0, 1, M_PI) * cspin(2, 1, M_PI/2 + shmup::playerturny[id]) * spin(-M_PI/2) * View;
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#if CAP_RACING
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if(racing::on) racing::set_view();
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@ -1652,7 +1652,7 @@ void movePlayer(monster *m, int delta) {
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if(WDIM == 2 && GDIM == 3) {
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double mdd = hypot(mdx, mdy);
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godir[cpid] = atan2(mdx, -mdy);
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godir[cpid] = -atan2(mdx, -mdy);
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mgo += mdd;
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}
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@ -1687,8 +1687,8 @@ void movePlayer(monster *m, int delta) {
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bool blown = m->blowoff > curtime;
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if(WDIM == 2 && GDIM == 3 && !lctrlclick && cpid == 0 && !racing::on) {
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playerturn[cpid] += mouseaim_x;
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playerturny[cpid] += mouseaim_y;
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playerturn[cpid] -= mouseaim_x;
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playerturny[cpid] -= mouseaim_y;
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mouseaim_x = 0;
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mouseaim_y = 0;
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}
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