Optimize clearing player animation angles
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@ -106,11 +106,6 @@ static void multi_send_gmode_update();
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static void multi_send_quit();
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static void multi_process_data(playernum_t pnum, const ubyte *dat, uint_fast32_t type);
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static inline void vm_angvec_zero(vms_angvec *v)
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{
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(v)->p=(v)->b=(v)->h=0;
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}
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//
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// Global variables
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//
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@ -2282,12 +2277,7 @@ void multi_reset_player_object(const vobjptridx_t objp)
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objp->render_type = RT_POLYOBJ;
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objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
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objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
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range_for (auto &i, objp->rtype.pobj_info.anim_angles)
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vm_angvec_zero(&i);
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//reset textures for this, if not player 0
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multi_reset_object_texture (objp);
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objp->rtype.pobj_info.anim_angles = {};
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// Clear misc
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@ -2295,7 +2285,8 @@ void multi_reset_player_object(const vobjptridx_t objp)
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if (objp->type == OBJ_GHOST)
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objp->render_type = RT_NONE;
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//reset textures for this, if not player 0
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multi_reset_object_texture (objp);
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}
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void multi_reset_object_texture (const vobjptr_t objp)
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