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TWINE: reduced scope
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@ -200,8 +200,9 @@ int32 Movements::getRealAngle(ActorMoveStruct *movePtr) {
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int32 Movements::getRealValue(ActorMoveStruct *movePtr) {
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int32 tempStep;
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if (!movePtr->numOfStep)
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if (!movePtr->numOfStep) {
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return movePtr->to;
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}
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if (!(_engine->lbaTime - movePtr->timeOfChange < movePtr->numOfStep)) {
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movePtr->numOfStep = 0;
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@ -215,10 +216,10 @@ int32 Movements::getRealValue(ActorMoveStruct *movePtr) {
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return tempStep + movePtr->from;
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}
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void Movements::rotateActor(int32 X, int32 Z, int32 angle) {
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void Movements::rotateActor(int32 x, int32 z, int32 angle) {
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const double radians = 2 * M_PI * angle / 0x400;
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_engine->_renderer->destX = (int32)(X * cos(radians) + Z * sin(radians));
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_engine->_renderer->destZ = (int32)(-X * sin(radians) + Z * cos(radians));
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_engine->_renderer->destX = (int32)(x * cos(radians) + z * sin(radians));
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_engine->_renderer->destZ = (int32)(-x * sin(radians) + z * cos(radians));
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}
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int32 Movements::getDistance2D(int32 x1, int32 z1, int32 x2, int32 z2) {
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@ -230,19 +231,15 @@ int32 Movements::getDistance3D(int32 x1, int32 y1, int32 z1, int32 x2, int32 y2,
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}
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void Movements::moveActor(int32 angleFrom, int32 angleTo, int32 speed, ActorMoveStruct *movePtr) { // ManualRealAngle
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int32 numOfStepInt;
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int16 numOfStep;
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int16 from;
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int16 to;
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from = angleFrom & 0x3FF;
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to = angleTo & 0x3FF;
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const int16 from = angleFrom & 0x3FF;
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const int16 to = angleTo & 0x3FF;
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movePtr->from = from;
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movePtr->to = to;
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numOfStep = (from - to) << 6;
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const int16 numOfStep = (from - to) << 6;
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int32 numOfStepInt;
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if (numOfStep < 0) {
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numOfStepInt = -numOfStep;
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} else {
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