mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-21 19:21:44 +00:00
- Fix 4x horiz negation issues.
This commit is contained in:
parent
a928a99328
commit
ff1d51b4fe
3 changed files with 3 additions and 3 deletions
|
@ -2048,7 +2048,7 @@ int operateTripbomb(int snum)
|
||||||
auto p = &ps[snum];
|
auto p = &ps[snum];
|
||||||
HitInfo hit{};
|
HitInfo hit{};
|
||||||
|
|
||||||
hitscan(p->pos, p->cursector, DVector3(p->angle.ang.ToVector() * 1024, -p->horizon.sum().Tan() * 16.), hit, CLIPMASK1);
|
hitscan(p->pos, p->cursector, DVector3(p->angle.ang.ToVector() * 1024, p->horizon.sum().Tan() * 16.), hit, CLIPMASK1);
|
||||||
|
|
||||||
if (hit.hitSector == nullptr || hit.actor())
|
if (hit.hitSector == nullptr || hit.actor())
|
||||||
return 0;
|
return 0;
|
||||||
|
|
|
@ -89,7 +89,7 @@ void GameInterface::UpdateCameras(double smoothratio)
|
||||||
display_mirror = 1; // should really be 'display external view'.
|
display_mirror = 1; // should really be 'display external view'.
|
||||||
auto cstat = camera->spr.cstat;
|
auto cstat = camera->spr.cstat;
|
||||||
camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||||
render_camtex(camera, camera->spr.pos, camera->sector(), camera->interpolatedangle(smoothratio), maphoriz(camera->spr.shade), nullAngle, tex, rect, smoothratio);
|
render_camtex(camera, camera->spr.pos, camera->sector(), camera->interpolatedangle(smoothratio), maphoriz(-camera->spr.shade), nullAngle, tex, rect, smoothratio);
|
||||||
camera->spr.cstat = cstat;
|
camera->spr.cstat = cstat;
|
||||||
display_mirror = 0;
|
display_mirror = 0;
|
||||||
});
|
});
|
||||||
|
|
|
@ -15390,7 +15390,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, DAngle horiz)
|
||||||
// Inserting and setting up variables
|
// Inserting and setting up variables
|
||||||
|
|
||||||
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->sector(),
|
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->sector(),
|
||||||
actor->spr.pos.plusZ(-horiz.Tan() * 36.), actor->spr.angle, TRACER_VELOCITY);
|
actor->spr.pos.plusZ(horiz.Tan() * 36.), actor->spr.angle, TRACER_VELOCITY);
|
||||||
|
|
||||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||||
if (Operator!= nullptr)
|
if (Operator!= nullptr)
|
||||||
|
|
Loading…
Reference in a new issue