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Fixed: voxel models pitch/roll properties weren't initialized correctly
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parent
457b9b71d9
commit
8394de00ca
1 changed files with 3 additions and 3 deletions
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@ -425,9 +425,9 @@ void InitModels()
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smf.animationIDs[0] = -1;
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smf.animationIDs[0] = -1;
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smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
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smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
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smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees();
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smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees();
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if (VoxelDefs[i]->PitchFromMomentum) smf.flags |= MDL_PITCHFROMMOMENTUM;
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if (VoxelDefs[i]->PitchFromMomentum == true) smf.flags |= MDL_PITCHFROMMOMENTUM;
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if (VoxelDefs[i]->UseActorPitch) smf.flags |= MDL_USEACTORPITCH;
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if (VoxelDefs[i]->UseActorPitch == true) smf.flags |= MDL_USEACTORPITCH;
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if (VoxelDefs[i]->UseActorRoll) smf.flags |= MDL_USEACTORROLL;
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if (VoxelDefs[i]->UseActorRoll == true) smf.flags |= MDL_USEACTORROLL;
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if (VoxelDefs[i]->PlacedSpin != 0)
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if (VoxelDefs[i]->PlacedSpin != 0)
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{
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{
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smf.yrotate = 1.f;
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smf.yrotate = 1.f;
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