diff --git a/src/playsim/p_actionfunctions.cpp b/src/playsim/p_actionfunctions.cpp index dc1db61e2..92006b9b8 100644 --- a/src/playsim/p_actionfunctions.cpp +++ b/src/playsim/p_actionfunctions.cpp @@ -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); diff --git a/src/playsim/p_mobj.cpp b/src/playsim/p_mobj.cpp index d59b6bc48..a6a98e94b 100644 --- a/src/playsim/p_mobj.cpp +++ b/src/playsim/p_mobj.cpp @@ -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) {