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- fix model rotation some more
- a couple compiler warning fixes
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parent
5181e3ebb2
commit
297f00aa4b
2 changed files with 5 additions and 5 deletions
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@ -76,7 +76,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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float scaleFactorZ = actor->Scale.Y * smf->zscale;
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float pitch = 0;
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float roll = 0;
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float rotateOffset = 0;
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double rotateOffset = 0;
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float angle = actor->Angles.Yaw.Degrees;
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// [BB] Workaround for the missing pitch information.
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@ -102,8 +102,8 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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if (smf->flags & MDL_ROTATING)
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{
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const double time = smf->rotationSpeed*GetTimeFloat() / 200.f;
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rotateOffset = float((time - xs_FloorToInt(time)) *360.f);
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const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
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rotateOffset = double((time - xs_FloorToInt(time)) *360.);
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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@ -63,7 +63,7 @@ CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL)
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else
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{
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I_FreezeTime(true);
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float clampValue = (self < 0.05) ? 0.05 : self;
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float clampValue = (self < 0.05) ? 0.05f : self;
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if (self != clampValue)
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self = clampValue;
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TimeScale = self;
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@ -74,7 +74,7 @@ CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL)
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static uint64_t GetClockTimeNS()
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{
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using namespace std::chrono;
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return (uint64_t)duration_cast<nanoseconds>(steady_clock::now().time_since_epoch()).count() * TimeScale;
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return (uint64_t)((duration_cast<nanoseconds>(steady_clock::now().time_since_epoch()).count()) * TimeScale);
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}
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static uint64_t MSToNS(unsigned int ms)
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