Ensure yaw resync in SW if player is rotated (like in a boat)

This commit is contained in:
Simon 2023-02-19 16:48:48 +00:00
parent 379157708c
commit 818cb10515
3 changed files with 10 additions and 2 deletions

View file

@ -56,7 +56,7 @@ CUSTOM_CVAR(Int, gl_fogmode, 2, CVAR_ARCHIVE | CVAR_NOINITCALL)
CVAR(Bool, gl_portals, true, 0)
CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_seamless, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{

View file

@ -44,7 +44,7 @@ const char *GetVersionString();
#define VERSIONSTR "1.7pre"
#define RAZEXR_VERSIONSTR "RazeXR 0.2.2"
#define RAZEXR_VERSIONSTR "RazeXR 0.2.3"
// The version as seen in the Windows resource
#define RC_FILEVERSION 1,6,9999,0

View file

@ -39,6 +39,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "misc.h"
#include "weapon.h"
extern int resyncVRYawWithGame;
BEGIN_SW_NS
DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics);
@ -1517,6 +1519,12 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
// Last known angle is now adjusted by the delta angle
pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw);
//A VR thing..
if (pp->RevolveAng.Degrees() != 0.0)
{
resyncVRYawWithGame = 1;
}
}
// increment Players delta angle