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- fixed: INHERITACTORPITCH was inverted.
- changed PITCHFORMOMENTUM to do nothing for very small velocities.
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1 changed files with 12 additions and 9 deletions
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@ -933,16 +933,19 @@ void gl_RenderModel(GLSprite * spr)
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const double x = spr->actor->Vel.X;
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const double y = spr->actor->Vel.Y;
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const double z = spr->actor->Vel.Z;
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// [BB] Calculate the pitch using spherical coordinates.
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if(z || x || y) pitch = float(atan( z/sqrt(x*x+y*y) ) / M_PI * 180);
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// Correcting pitch if model is moving backwards
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if(x || y)
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if (spr->actor->Vel.LengthSquared() > EQUAL_EPSILON)
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{
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if((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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// [BB] Calculate the pitch using spherical coordinates.
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if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
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// Correcting pitch if model is moving backwards
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if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
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{
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if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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}
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else pitch = fabs(pitch);
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}
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else pitch = fabs(pitch);
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}
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if( smf->flags & MDL_ROTATING )
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@ -964,7 +967,7 @@ void gl_RenderModel(GLSprite * spr)
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// Applying model transformations:
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// 1) Applying actor angle, pitch and roll to the model
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gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);
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gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1);
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gl_RenderState.mModelMatrix.rotate(-pitch, 0, 0, 1);
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gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0);
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// 2) Applying Doomsday like rotation of the weapon pickup models
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