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- Fixed: Roll must orient the rotation based on pitch, not the other way around.
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1 changed files with 1 additions and 1 deletions
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@ -329,11 +329,11 @@ void GLSprite::Draw(int pass)
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{
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{
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float pitchDegrees = actor->Angles.Pitch.Degrees;
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float pitchDegrees = actor->Angles.Pitch.Degrees;
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mat.Rotate(0, 1, 0, 0);
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mat.Rotate(0, 1, 0, 0);
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mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees);
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if (drawRollSpriteActor)
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if (drawRollSpriteActor)
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{
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{
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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}
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}
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mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees);
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}
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}
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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else if (spritetype == RF_WALLSPRITE)
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else if (spritetype == RF_WALLSPRITE)
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