Merge branch 'master' of https://github.com/rheit/zdoom into g1.x

This commit is contained in:
alexey.lysiuk 2016-04-07 14:32:59 +03:00
commit cabf461c6b
3 changed files with 7 additions and 8 deletions

View file

@ -1191,7 +1191,7 @@ void AM_changeWindowLoc ()
oincy = incy = m_paninc.y * SCREENHEIGHT / 200; oincy = incy = m_paninc.y * SCREENHEIGHT / 200;
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw + 90.); AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw - 90.);
} }
m_x += incx; m_x += incx;
@ -1573,7 +1573,7 @@ void AM_doFollowPlayer ()
sy = (f_oldloc.y - players[consoleplayer].camera->Y()); sy = (f_oldloc.y - players[consoleplayer].camera->Y());
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw + 90); AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw - 90);
} }
AM_ScrollParchment (sx, sy); AM_ScrollParchment (sx, sy);
@ -2713,7 +2713,7 @@ void AM_drawPlayers ()
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
AM_rotatePoint (&pt.x, &pt.y); AM_rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->Angles.Yaw + 90.; angle -= players[consoleplayer].camera->Angles.Yaw - 90.;
} }
AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y); AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
@ -2802,11 +2802,11 @@ void AM_drawThings ()
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0); const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
frame = &SpriteFrames[spriteIndex]; frame = &SpriteFrames[spriteIndex];
DAngle angle = -t->Angles.Yaw + 90.; DAngle angle = 270. -t->Angles.Yaw;
if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16; if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
angle += players[consoleplayer].camera->Angles.Yaw + 90.; angle += players[consoleplayer].camera->Angles.Yaw - 90.;
} }
rotation = int((angle.Normalized360() * (16. / 360.)).Degrees); rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);

View file

@ -4689,7 +4689,7 @@ void P_AimCamera(AActor *t1, DVector3 &campos, sector_t *&CameraSector, bool &un
double pc = pitch.Cos(); double pc = pitch.Cos();
vvec = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() }; vvec = { pc * angle.Cos(), pc * angle.Sin(), pitch.Sin() };
sz = t1->Top() - t1->Floorclip + clamp<double>(chase_height, -1000, 1000); sz = t1->Top() - t1->Floorclip + clamp<double>(chase_height, -1000, 1000);
if (Trace(t1->PosAtZ(sz), t1->Sector, vvec, distance, 0, 0, NULL, trace) && if (Trace(t1->PosAtZ(sz), t1->Sector, vvec, distance, 0, 0, NULL, trace) &&

View file

@ -5955,8 +5955,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor, PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
bool nofreeaim, bool noautoaim, int aimflags) bool nofreeaim, bool noautoaim, int aimflags)
{ {
//static const double angdiff[3] = { -5.625, 5.625, 0 }; static const double angdiff[3] = { -5.625, 5.625, 0 };
static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
DAngle an = angle; DAngle an = angle;
DAngle pitch; DAngle pitch;
FTranslatedLineTarget scratch; FTranslatedLineTarget scratch;