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- addressed: MDL_INHERITACTORPITCH got the direction of the rotation wrong. Fixed by deprecating this flag (and also MDL_INHERITACTORROLL) and introducing proper flags, named MDL_USE*. This not only resolves the issue but also elimintates the nonsensical INHERIT part of the names.
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f4b80a451e
commit
bc7b439dd0
2 changed files with 21 additions and 7 deletions
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@ -616,11 +616,19 @@ void gl_InitModels()
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}
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else if (sc.Compare("inheritactorpitch"))
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{
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smf.flags |= MDL_INHERITACTORPITCH;
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smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
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}
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else if (sc.Compare("inheritactorroll"))
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{
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smf.flags |= MDL_INHERITACTORROLL;
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smf.flags |= MDL_USEACTORROLL;
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}
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else if (sc.Compare("useactorpitch"))
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{
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smf.flags |= MDL_USEACTORPITCH;
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}
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else if (sc.Compare("useactorroll"))
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{
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smf.flags |= MDL_USEACTORROLL;
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}
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else if (sc.Compare("rotating"))
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{
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@ -961,10 +969,15 @@ void gl_RenderModel(GLSprite * spr)
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rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
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}
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// Added MDL_INHERITACTORPITCH and MDL_INHERITACTORROLL flags processing.
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// If both flags MDL_INHERITACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch.
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if(smf->flags & MDL_INHERITACTORPITCH) pitch -= spr->actor->Angles.Pitch.Degrees;
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if(smf->flags & MDL_INHERITACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
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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 (smf->flags & MDL_USEACTORPITCH)
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{
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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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else pitch += d;
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}
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if(smf->flags & MDL_USEACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
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gl_RenderState.mModelMatrix.loadIdentity();
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@ -339,7 +339,8 @@ enum
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MDL_INTERPOLATEDOUBLEDFRAMES = 8,
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MDL_NOINTERPOLATION = 16,
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MDL_INHERITACTORPITCH = 32,
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MDL_INHERITACTORROLL = 64, // useless for now
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MDL_INHERITACTORROLL = 64,
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MDL_BADROTATION = 128,
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};
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struct FSpriteModelFrame
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