Fixed: voxel models pitch/roll properties weren't initialized correctly

This commit is contained in:
nashmuhandes 2022-10-20 17:02:05 +08:00 committed by Rachael Alexanderson
parent 457b9b71d9
commit 8394de00ca

View file

@ -425,9 +425,9 @@ void InitModels()
smf.animationIDs[0] = -1; smf.animationIDs[0] = -1;
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale; smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees(); smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees();
if (VoxelDefs[i]->PitchFromMomentum) smf.flags |= MDL_PITCHFROMMOMENTUM; if (VoxelDefs[i]->PitchFromMomentum == true) smf.flags |= MDL_PITCHFROMMOMENTUM;
if (VoxelDefs[i]->UseActorPitch) smf.flags |= MDL_USEACTORPITCH; if (VoxelDefs[i]->UseActorPitch == true) smf.flags |= MDL_USEACTORPITCH;
if (VoxelDefs[i]->UseActorRoll) smf.flags |= MDL_USEACTORROLL; if (VoxelDefs[i]->UseActorRoll == true) smf.flags |= MDL_USEACTORROLL;
if (VoxelDefs[i]->PlacedSpin != 0) if (VoxelDefs[i]->PlacedSpin != 0)
{ {
smf.yrotate = 1.f; smf.yrotate = 1.f;