mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-28 14:52:01 +00:00
- addressed: MDL_INHERITACTORPITCH got the direction of the rotation wrong. Fixed by deprecating this flag (and also MDL_INHERITACTORROLL) and introducing proper flags, named MDL_USE*. This not only resolves the issue but also elimintates the nonsensical INHERIT part of the names.
This commit is contained in:
parent
f4b80a451e
commit
bc7b439dd0
2 changed files with 21 additions and 7 deletions
|
@ -616,11 +616,19 @@ void gl_InitModels()
|
|||
}
|
||||
else if (sc.Compare("inheritactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_INHERITACTORPITCH;
|
||||
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
|
||||
}
|
||||
else if (sc.Compare("inheritactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_INHERITACTORROLL;
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("useactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH;
|
||||
}
|
||||
else if (sc.Compare("useactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("rotating"))
|
||||
{
|
||||
|
@ -961,10 +969,15 @@ void gl_RenderModel(GLSprite * spr)
|
|||
rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
|
||||
}
|
||||
|
||||
// Added MDL_INHERITACTORPITCH and MDL_INHERITACTORROLL flags processing.
|
||||
// If both flags MDL_INHERITACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch.
|
||||
if(smf->flags & MDL_INHERITACTORPITCH) pitch -= spr->actor->Angles.Pitch.Degrees;
|
||||
if(smf->flags & MDL_INHERITACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
|
||||
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
|
||||
// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch.
|
||||
if (smf->flags & MDL_USEACTORPITCH)
|
||||
{
|
||||
double d = spr->actor->Angles.Pitch.Degrees;
|
||||
if (smf->flags & MDL_BADROTATION) pitch -= d;
|
||||
else pitch += d;
|
||||
}
|
||||
if(smf->flags & MDL_USEACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
|
||||
|
||||
gl_RenderState.mModelMatrix.loadIdentity();
|
||||
|
||||
|
|
|
@ -339,7 +339,8 @@ enum
|
|||
MDL_INTERPOLATEDOUBLEDFRAMES = 8,
|
||||
MDL_NOINTERPOLATION = 16,
|
||||
MDL_INHERITACTORPITCH = 32,
|
||||
MDL_INHERITACTORROLL = 64, // useless for now
|
||||
MDL_INHERITACTORROLL = 64,
|
||||
MDL_BADROTATION = 128,
|
||||
};
|
||||
|
||||
struct FSpriteModelFrame
|
||||
|
|
Loading…
Reference in a new issue