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- fixed: USEACTORPITCH in the model code was still using inverted pitch.
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1 changed files with 3 additions and 3 deletions
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@ -1003,12 +1003,12 @@ void gl_RenderModel(GLSprite * spr)
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}
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch.
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// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
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if (smf->flags & MDL_USEACTORPITCH)
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if (smf->flags & MDL_USEACTORPITCH)
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{
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{
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double d = spr->actor->Angles.Pitch.Degrees;
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double d = spr->actor->Angles.Pitch.Degrees;
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if (smf->flags & MDL_BADROTATION) pitch -= d;
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if (smf->flags & MDL_BADROTATION) pitch += d;
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else pitch += d;
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else pitch -= d;
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}
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}
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if(smf->flags & MDL_USEACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
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if(smf->flags & MDL_USEACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
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