- Fixed: The float bob offsetting in R_ProjectSprite was using r_TicFrac as a millisecond count

rather than as a fraction of a tic.

SVN r3788 (trunk)
This commit is contained in:
Randy Heit 2012-07-27 01:44:55 +00:00
parent d993143126
commit 6bd8fafbad

View file

@ -517,7 +517,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB)
{
fz += finesine[(Scale(thing->FloatBobPhase + level.maptime, FINEANGLES, 64) + r_TicFrac * ((FINEANGLES/64) / 1000)) & FINEMASK] * 8;
fz += finesine[MulScale22(((thing->FloatBobPhase + level.maptime) << FRACBITS) + r_TicFrac, FINEANGLES) & FINEMASK] * 8;
}
// transform the origin point