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- fixed: TVector3::Pitch() got the sign inverted.
This caused bad calculations with CMF_OFFSETPITCH. Note that to compensate for the fix, the SphericalCoords function had to have its own inversion of the value removed so that it calculates the same result as before.
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2 changed files with 2 additions and 2 deletions
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@ -2117,7 +2117,7 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, SphericalCoords)
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ACTION_RETURN_VEC3(DVector3(
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deltaangle(vecTo.Angle(), viewYaw).Degrees,
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deltaangle(-vecTo.Pitch(), viewPitch).Degrees,
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deltaangle(vecTo.Pitch(), viewPitch).Degrees,
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vecTo.Length()
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));
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}
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@ -1417,7 +1417,7 @@ TAngle<T> TVector3<T>::Angle() const
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template<class T>
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TAngle<T> TVector3<T>::Pitch() const
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{
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return VecToAngle(TVector2<T>(X, Y).Length(), Z);
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return -VecToAngle(TVector2<T>(X, Y).Length(), Z);
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}
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// Much of this is copied from TVector3. Is all that functionality really appropriate?
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