mirrored ents angled correctly.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@545 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-12-02 07:11:32 +00:00
parent 73680ca9b7
commit 4de01cfdca

View file

@ -1411,6 +1411,8 @@ void R_MirrorAddPlayerModels (void)
ent->angles[YAW] = r_refdef.viewangles[YAW]; ent->angles[YAW] = r_refdef.viewangles[YAW];
// ent->angles[ROLL] = 0; // ent->angles[ROLL] = 0;
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4; ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns // only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time); msec = 500*(playertime - state->state_time);
@ -1492,6 +1494,7 @@ void R_Mirror (void)
glDepthFunc (GL_LEQUAL); glDepthFunc (GL_LEQUAL);
R_RenderScene (); R_RenderScene ();
GLR_DrawWaterSurfaces (); GLR_DrawWaterSurfaces ();