From 18d6fb7f4986aeeaaae12093dd9335aab7cb01bb Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 8 Apr 2017 10:24:12 +0200 Subject: [PATCH] - fixed: USEACTORPITCH in the model code was still using inverted pitch. --- src/gl/models/gl_models.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/gl/models/gl_models.cpp b/src/gl/models/gl_models.cpp index 7a5e686be..768690bcc 100644 --- a/src/gl/models/gl_models.cpp +++ b/src/gl/models/gl_models.cpp @@ -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;