- fixed: USEACTORPITCH in the model code was still using inverted pitch.

This commit is contained in:
Christoph Oelckers 2017-04-08 10:24:12 +02:00
parent 9f180b29b9
commit 18d6fb7f49

View file

@ -1003,12 +1003,12 @@ void gl_RenderModel(GLSprite * spr)
}
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch.
// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
if (smf->flags & MDL_USEACTORPITCH)
{
double d = spr->actor->Angles.Pitch.Degrees;
if (smf->flags & MDL_BADROTATION) pitch -= d;
else pitch += d;
if (smf->flags & MDL_BADROTATION) pitch += d;
else pitch -= d;
}
if(smf->flags & MDL_USEACTORROLL) roll += spr->actor->Angles.Roll.Degrees;