- fixed compilation.

Forgot to save these before the last commit. :(
This commit is contained in:
Christoph Oelckers 2020-10-03 08:54:21 +02:00
parent c1e04b29d1
commit 91406aa48b
2 changed files with 8 additions and 8 deletions

View file

@ -4873,19 +4873,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
if (!(flags & VRF_NOANGLESTART))
{
mobj->VisibleStartAngle = anglestart;
mobj->VisibleStartAngle = anglestart.Degrees;
}
if (!(flags & VRF_NOANGLEEND))
{
mobj->VisibleEndAngle = angleend;
mobj->VisibleEndAngle = angleend.Degrees;
}
if (!(flags & VRF_NOPITCHSTART))
{
mobj->VisibleStartPitch = pitchstart;
mobj->VisibleStartPitch = pitchstart.Degrees;
}
if (!(flags & VRF_NOPITCHEND))
{
mobj->VisibleEndPitch = pitchend;
mobj->VisibleEndPitch = pitchend.Degrees;
}
ACTION_RETURN_BOOL(true);

View file

@ -1000,10 +1000,10 @@ bool AActor::IsInsideVisibleAngles() const
if (p == nullptr || p->camera == nullptr)
return true;
DAngle anglestart = VisibleStartAngle;
DAngle angleend = VisibleEndAngle;
DAngle pitchstart = VisibleStartPitch;
DAngle pitchend = VisibleEndPitch;
DAngle anglestart = VisibleStartAngle.Degrees;
DAngle angleend = VisibleEndAngle.Degrees;
DAngle pitchstart = VisibleStartPitch.Degrees;
DAngle pitchend = VisibleEndPitch.Degrees;
if (anglestart > angleend)
{