From 55455ea4fade299877540ade66044735db7e9a09 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 30 Aug 2022 21:03:01 +0200 Subject: [PATCH] - use floating point for the last remaining rotation in TranslateSector --- source/games/blood/src/triggers.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 3120d57e0..f3b3f5c82 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -949,11 +949,10 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6 if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom) { viewBackupSpriteLoc(actor); - if (v14) + if (angleofs != nullAngle) { - auto pos = actor->int_pos(); - RotatePoint(&pos.X, &pos.Y, v14, v20, v24); - actor->set_int_pos(pos); + DVector2 mypivot(v20 * inttoworld, v24 * inttoworld); + actor->spr.pos.XY() = rotatepoint(mypivot, actor->spr.pos.XY(), angleofs); } actor->spr.angle += angleofs; actor->add_int_pos({ v28, v2c, 0 });