- fixed automap rotation to point upward, not downward when am_rotate is on.

This commit is contained in:
Christoph Oelckers 2016-04-07 10:39:15 +02:00
parent 5409ada0e3
commit 14b370df66

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);
@ -2559,7 +2559,7 @@ void AM_rotatePoint (double *x, double *y)
double pivoty = m_y + m_h/2; double pivoty = m_y + m_h/2;
*x -= pivotx; *x -= pivotx;
*y -= pivoty; *y -= pivoty;
AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw - 90.); AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw + 90.);
*x += pivotx; *x += pivotx;
*y += pivoty; *y += pivoty;
} }
@ -2645,7 +2645,7 @@ void AM_drawPlayers ()
pt.y = pos.Y; pt.y = pos.Y;
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
angle = -90.; angle = 90.;
AM_rotatePoint (&pt.x, &pt.y); AM_rotatePoint (&pt.x, &pt.y);
} }
else else
@ -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);
@ -2802,7 +2802,7 @@ 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 + 270.; DAngle angle = -t->Angles.Yaw + 90.;
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))
{ {
@ -2830,7 +2830,7 @@ void AM_drawThings ()
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
AM_rotatePoint (&p.x, &p.y); AM_rotatePoint (&p.x, &p.y);
angle += -players[consoleplayer].camera->Angles.Yaw - 90.; angle += -players[consoleplayer].camera->Angles.Yaw + 90.;
} }
color = AMColors[AMColors.ThingColor]; color = AMColors[AMColors.ThingColor];