diff --git a/src/gl/models/gl_models.cpp b/src/gl/models/gl_models.cpp index c87cb52c2..a79e5ba7c 100644 --- a/src/gl/models/gl_models.cpp +++ b/src/gl/models/gl_models.cpp @@ -963,7 +963,7 @@ void gl_RenderModel(GLSprite * spr) // Added MDL_INHERITACTORPITCH and MDL_INHERITACTORROLL flags processing. // If both flags MDL_INHERITACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch. - if(smf->flags & MDL_INHERITACTORPITCH) pitch += spr->actor->Angles.Pitch.Degrees; + if(smf->flags & MDL_INHERITACTORPITCH) pitch -= spr->actor->Angles.Pitch.Degrees; if(smf->flags & MDL_INHERITACTORROLL) roll += spr->actor->Angles.Roll.Degrees; gl_RenderState.mModelMatrix.loadIdentity(); @@ -974,7 +974,7 @@ void gl_RenderModel(GLSprite * spr) // Applying model transformations: // 1) Applying actor angle, pitch and roll to the model gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0); - gl_RenderState.mModelMatrix.rotate(-pitch, 0, 0, 1); + gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1); gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0); // 2) Applying Doomsday like rotation of the weapon pickup models