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fixed two more places where a negative pitch was calculated:
- A_CustomRailgun when missing the target. - A_FaceMovementDirection which ironically had some bad compensation inside. It is not restored to how the code looked in 2.8.1.
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parent
287974968a
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1 changed files with 3 additions and 3 deletions
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@ -2302,7 +2302,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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DVector2 xydiff = self->Vec2To(self->target);
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DVector2 xydiff = self->Vec2To(self->target);
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double zdiff = self->target->Center() - self->Center() - self->Floorclip;
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double zdiff = self->target->Center() - self->Center() - self->Floorclip;
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self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
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self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
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}
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}
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// Let the aim trail behind the player
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// Let the aim trail behind the player
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if (aim)
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if (aim)
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@ -6690,10 +6690,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
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{
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{
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DAngle current = mobj->Angles.Pitch;
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DAngle current = mobj->Angles.Pitch;
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const DVector2 velocity = mobj->Vel.XY();
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const DVector2 velocity = mobj->Vel.XY();
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DAngle pitch = VecToAngle(velocity.Length(), mobj->Vel.Z);
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DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
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if (pitchlimit > 0)
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if (pitchlimit > 0)
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{
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{
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DAngle pdelta = deltaangle(-current, pitch);
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DAngle pdelta = deltaangle(current, pitch);
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if (fabs(pdelta) > pitchlimit)
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if (fabs(pdelta) > pitchlimit)
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{
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{
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