mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
fixed two more places where a negative pitch was calculated:
- A_CustomRailgun when missing the target. - A_FaceMovementDirection which ironically had some bad compensation inside. It is not restored to how the code looked in 2.8.1.
This commit is contained in:
parent
287974968a
commit
39d2945016
1 changed files with 3 additions and 3 deletions
|
@ -2302,7 +2302,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
|
|||
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
||||
DVector2 xydiff = self->Vec2To(self->target);
|
||||
double zdiff = self->target->Center() - self->Center() - self->Floorclip;
|
||||
self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
|
||||
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
|
||||
}
|
||||
// Let the aim trail behind the player
|
||||
if (aim)
|
||||
|
@ -6690,10 +6690,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
|
|||
{
|
||||
DAngle current = mobj->Angles.Pitch;
|
||||
const DVector2 velocity = mobj->Vel.XY();
|
||||
DAngle pitch = VecToAngle(velocity.Length(), mobj->Vel.Z);
|
||||
DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
|
||||
if (pitchlimit > 0)
|
||||
{
|
||||
DAngle pdelta = deltaangle(-current, pitch);
|
||||
DAngle pdelta = deltaangle(current, pitch);
|
||||
|
||||
if (fabs(pdelta) > pitchlimit)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue