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- fix rotationSpeed being ignored after the model interpolation fix
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1 changed files with 10 additions and 2 deletions
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@ -94,9 +94,17 @@ 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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double turns = (I_GetTime() % 200 + I_GetTimeFrac()) / 200.0;
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if (smf->rotationSpeed > 0.0000000001)
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{
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double turns = (I_GetTime() + I_GetTimeFrac()) / (200.0 / smf->rotationSpeed);
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turns -= std::floor(turns);
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rotateOffset = turns * 360.0;
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}
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else
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{
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rotateOffset = 0.0;
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}
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}
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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 velocity vector pitch.
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