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Correct calculation of vertical aiming angle.
git-svn-id: https://svn.eduke32.com/eduke32@1223 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 4 deletions
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@ -479,7 +479,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
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ang = (float)(daang) / (2048.0f / 360.0f);
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horizang = (float)(100 - dahoriz) / (512.0f / 180.0f);
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horizang = (float)(-getangle(128, dahoriz-100)) / (2048.0f / 360.0f);
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tiltang = (gtang * 90.0f);
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pos[0] = daposy;
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@ -2778,7 +2778,7 @@ static int32_t polymer_bindmaterial(_prmaterial material)
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color[0] = 0.1f;
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color[1] = 0.1f;
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color[2] = 0.5f;
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color[2] = 1.0f;
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range[0] = 1024.0f / 1000.0;
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range[1] = 2048.0f / 1000.0;
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@ -2804,8 +2804,8 @@ static int32_t polymer_bindmaterial(_prmaterial material)
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color[5] = 0.5f;
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color[6] = 0.5f;
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range[2] = 8000.0f / 1000.0;
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range[3] = 10000.0f / 1000.0;
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range[2] = 0.0f / 1000.0;
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range[3] = 2048.0f / 1000.0;
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bglLightfv(GL_LIGHT0, GL_AMBIENT, lightpos);
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bglLightfv(GL_LIGHT0, GL_DIFFUSE, color);
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