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- fixed automap rotation to point upward, not downward when am_rotate is on.
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parent
5409ada0e3
commit
14b370df66
1 changed files with 7 additions and 7 deletions
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@ -1191,7 +1191,7 @@ void AM_changeWindowLoc ()
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oincy = incy = m_paninc.y * SCREENHEIGHT / 200;
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oincy = incy = m_paninc.y * SCREENHEIGHT / 200;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw - 90.);
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AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw + 90.);
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}
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}
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m_x += incx;
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m_x += incx;
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@ -1573,7 +1573,7 @@ void AM_doFollowPlayer ()
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sy = (f_oldloc.y - players[consoleplayer].camera->Y());
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sy = (f_oldloc.y - players[consoleplayer].camera->Y());
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw - 90);
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AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw + 90);
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}
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}
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AM_ScrollParchment (sx, sy);
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AM_ScrollParchment (sx, sy);
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@ -2559,7 +2559,7 @@ void AM_rotatePoint (double *x, double *y)
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double pivoty = m_y + m_h/2;
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double pivoty = m_y + m_h/2;
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*x -= pivotx;
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*x -= pivotx;
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*y -= pivoty;
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*y -= pivoty;
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AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw - 90.);
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AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw + 90.);
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*x += pivotx;
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*x += pivotx;
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*y += pivoty;
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*y += pivoty;
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}
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}
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@ -2645,7 +2645,7 @@ void AM_drawPlayers ()
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pt.y = pos.Y;
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pt.y = pos.Y;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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angle = -90.;
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angle = 90.;
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AM_rotatePoint (&pt.x, &pt.y);
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AM_rotatePoint (&pt.x, &pt.y);
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}
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}
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else
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else
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@ -2713,7 +2713,7 @@ void AM_drawPlayers ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotatePoint (&pt.x, &pt.y);
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AM_rotatePoint (&pt.x, &pt.y);
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angle -= players[consoleplayer].camera->Angles.Yaw - 90.;
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angle -= players[consoleplayer].camera->Angles.Yaw + 90.;
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}
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}
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AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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@ -2802,7 +2802,7 @@ void AM_drawThings ()
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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frame = &SpriteFrames[spriteIndex];
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DAngle angle = -t->Angles.Yaw + 270.;
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DAngle angle = -t->Angles.Yaw + 90.;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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@ -2830,7 +2830,7 @@ void AM_drawThings ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotatePoint (&p.x, &p.y);
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AM_rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->Angles.Yaw - 90.;
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angle += -players[consoleplayer].camera->Angles.Yaw + 90.;
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}
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}
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color = AMColors[AMColors.ThingColor];
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color = AMColors[AMColors.ThingColor];
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