- Added a 90 degree offset to all voxels, since Build's compass directions start at north

rather than east.

SVN r3774 (trunk)
This commit is contained in:
Randy Heit 2012-07-21 01:34:29 +00:00
parent 340db9160b
commit ffc4398aa7
2 changed files with 9 additions and 9 deletions

View file

@ -47,12 +47,12 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
} }
if (p->morphTics) if (p->morphTics)
{ // Player is already a beast { // Player is already a beast
if ((p->mo->GetClass() == spawntype) if ((p->mo->GetClass() == spawntype)
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH) && (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE)) && (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL)) && (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL))
{ // Make a super chicken { // Make a super chicken
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2)); p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
} }
return false; return false;
} }

View file

@ -71,7 +71,7 @@ TDeletingArray<FVoxelDef *> VoxelDefs;
struct VoxelOptions struct VoxelOptions
{ {
VoxelOptions() VoxelOptions()
: DroppedSpin(0), PlacedSpin(0), Scale(FRACUNIT), AngleOffset(0) : DroppedSpin(0), PlacedSpin(0), Scale(FRACUNIT), AngleOffset(ANGLE_90)
{} {}
int DroppedSpin; int DroppedSpin;
@ -332,7 +332,7 @@ FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin)
voxdef->Voxel = vox; voxdef->Voxel = vox;
voxdef->Scale = FRACUNIT; voxdef->Scale = FRACUNIT;
voxdef->DroppedSpin = voxdef->PlacedSpin = spin; voxdef->DroppedSpin = voxdef->PlacedSpin = spin;
voxdef->AngleOffset = 0; voxdef->AngleOffset = ANGLE_90;
Voxels.Push(vox); Voxels.Push(vox);
VoxelDefs.Push(voxdef); VoxelDefs.Push(voxdef);
@ -508,7 +508,7 @@ static void VOX_ReadOptions(FScanner &sc, VoxelOptions &opts)
{ {
sc.TokenMustBe(TK_FloatConst); sc.TokenMustBe(TK_FloatConst);
} }
opts.AngleOffset = angle_t(sc.Float * ANGLE_180 / 180.0); opts.AngleOffset = ANGLE_90 + angle_t(sc.Float * ANGLE_180 / 180.0);
} }
else else
{ {