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Some more fixes for angle loop handling
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parent
e3b2c25fb0
commit
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2 changed files with 3 additions and 2 deletions
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@ -259,7 +259,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Controls
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if (e.Button == MouseButtons.Middle)
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if (e.Button == MouseButtons.Middle)
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{
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{
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if ((ModifierKeys & Keys.Control) == Keys.Control)
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if ((ModifierKeys & Keys.Control) == Keys.Control)
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thisAngle = angle%360;
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thisAngle = angle%360 + (angle < 0 ? 360 : 0);
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else
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else
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return;
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return;
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}
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}
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@ -851,9 +851,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//mxd. Added special Polyobj Anchor handling and Doom angle clamping
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//mxd. Added special Polyobj Anchor handling and Doom angle clamping
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if(!fixedrotationthingtypes.Contains(t.SRB2Type))
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if(!fixedrotationthingtypes.Contains(t.SRB2Type))
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{
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{
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int loops = (General.Map.SRB2) ? t.AngleDoom - (t.AngleDoom % 360) : 0;
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int newangle = Angle2D.RealToDoom(Angle2D.Normalized(newthingangle[index]));
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int newangle = Angle2D.RealToDoom(Angle2D.Normalized(newthingangle[index]));
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if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
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if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
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t.Rotate(newangle);
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t.Rotate(newangle + loops);
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}
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}
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index++;
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index++;
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