- fixed: TVector3::Pitch() got the sign inverted.

This caused bad calculations with CMF_OFFSETPITCH. Note that to compensate for the fix, the SphericalCoords function had to have its own inversion of the value removed so that it calculates the same result as before.
This commit is contained in:
Christoph Oelckers 2019-01-19 09:58:18 +01:00
parent 5dd49d3eb5
commit c653a0038f
2 changed files with 2 additions and 2 deletions

View file

@ -2132,7 +2132,7 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, SphericalCoords)
ACTION_RETURN_VEC3(DVector3(
deltaangle(vecTo.Angle(), viewYaw).Degrees,
deltaangle(-vecTo.Pitch(), viewPitch).Degrees,
deltaangle(vecTo.Pitch(), viewPitch).Degrees,
vecTo.Length()
));
}

View file

@ -1417,7 +1417,7 @@ TAngle<T> TVector3<T>::Angle() const
template<class T>
TAngle<T> TVector3<T>::Pitch() const
{
return VecToAngle(TVector2<T>(X, Y).Length(), Z);
return -VecToAngle(TVector2<T>(X, Y).Length(), Z);
}
// Much of this is copied from TVector3. Is all that functionality really appropriate?