Get/SetPlayerZAngle()

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solarsnowfall
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Post by solarsnowfall »

Thanks a lot Graf!
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Nash
 
 
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Post by Nash »

I'd like to test this function... how do I build ACC using MSVC++ 2005?
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Graf Zahl
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Post by Graf Zahl »

Load the .dsw file like any other project. The project is still for VC++ 6.0.
Hobbs
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Post by Hobbs »

Graf Zahl wrote:The project is still for VC++ 6.0.
D:
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Nash
 
 
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Post by Nash »

Okay, thanks. It generated a new solution file for VC++ 2005.

Woohoo! Awesome stuff. I've got a working third person camera in ACS with aiming up/down support. ;) It's about as close as the built-in ZDoom chasecam as it'll get...
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Graf Zahl
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Post by Graf Zahl »

Hobbs wrote:
Graf Zahl wrote:The project is still for VC++ 6.0.
D:
And the point of this post being?
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Post by Hobbs »

Express my distaste at the fact things still use VC6

Btw what was the point of quoting me?
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Post by HotWax »

It's great to see so many features being implemented! Thanks, Graf, we really do appreciate it.

Heh, I just realized you could use this to script an automatic rocket jump. :P
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Post by Nash »

Yeah I'm curious as well... why didn't Randy convert the whole thing to VC++2005?

EDIT: Yeah Steve... I can also already imagine the amount of new trickery solarsnowfall can pull off with this new function.
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Graf Zahl
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Post by Graf Zahl »

Nash wrote:Yeah I'm curious as well... why didn't Randy convert the whole thing to VC++2005?

Most likely because there's no need to. The current project can be loaded with all compilers so why restrict yourself to the latest one?

ZDoom is different because its code can't be compiled with VC 6.0's buggy compiler.
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Graf Zahl
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Post by Graf Zahl »

Hobbs wrote:Express my distaste at the fact things still use VC6
Why? If the compiler itself wasn't so buggy I'd still use it more often. The IDE is 4-5 times faster than the .NET based versions of more recent versions.
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Post by Hobbs »

I'll take a crap IDE over a crap compiler anyday.
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solarsnowfall
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Post by solarsnowfall »

Nash wrote:EDIT: Yeah Steve... I can also already imagine the amount of new trickery solarsnowfall can pull off with this new function.
Muhuhahaha! :twisted:

I wonder how (or if) ZDoom and GZDoom will report pitch differently given the differences in the renderer, and where the player can look.
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HotWax
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Post by HotWax »

They should ideally report the same value for the same pitch, however ZDoom has a more limited pitch than GZDoom does. This really shouldn't present a problem.
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