diff --git a/src/am_map.cpp b/src/am_map.cpp index 58082a7bf..76f6270fa 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1191,7 +1191,7 @@ void AM_changeWindowLoc () oincy = incy = m_paninc.y * SCREENHEIGHT / 200; 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; @@ -1573,7 +1573,7 @@ void AM_doFollowPlayer () sy = (f_oldloc.y - players[consoleplayer].camera->Y()); 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); @@ -2559,7 +2559,7 @@ void AM_rotatePoint (double *x, double *y) double pivoty = m_y + m_h/2; *x -= pivotx; *y -= pivoty; - AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw - 90.); + AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw + 90.); *x += pivotx; *y += pivoty; } @@ -2645,7 +2645,7 @@ void AM_drawPlayers () pt.y = pos.Y; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { - angle = -90.; + angle = 90.; AM_rotatePoint (&pt.x, &pt.y); } else @@ -2713,7 +2713,7 @@ void AM_drawPlayers () if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { 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); @@ -2802,7 +2802,7 @@ void AM_drawThings () const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0); frame = &SpriteFrames[spriteIndex]; - DAngle angle = -t->Angles.Yaw + 270.; + DAngle angle = -t->Angles.Yaw + 90.; if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { @@ -2830,7 +2830,7 @@ void AM_drawThings () if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); - angle += -players[consoleplayer].camera->Angles.Yaw - 90.; + angle += -players[consoleplayer].camera->Angles.Yaw + 90.; } color = AMColors[AMColors.ThingColor];