Correct calculation of vertical aiming angle.

git-svn-id: https://svn.eduke32.com/eduke32@1223 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-02-13 12:16:21 +00:00
parent dba29b0fbe
commit 6f945cdb58

View file

@ -479,7 +479,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
ang = (float)(daang) / (2048.0f / 360.0f);
horizang = (float)(100 - dahoriz) / (512.0f / 180.0f);
horizang = (float)(-getangle(128, dahoriz-100)) / (2048.0f / 360.0f);
tiltang = (gtang * 90.0f);
pos[0] = daposy;
@ -2778,7 +2778,7 @@ static int32_t polymer_bindmaterial(_prmaterial material)
color[0] = 0.1f;
color[1] = 0.1f;
color[2] = 0.5f;
color[2] = 1.0f;
range[0] = 1024.0f / 1000.0;
range[1] = 2048.0f / 1000.0;
@ -2804,8 +2804,8 @@ static int32_t polymer_bindmaterial(_prmaterial material)
color[5] = 0.5f;
color[6] = 0.5f;
range[2] = 8000.0f / 1000.0;
range[3] = 10000.0f / 1000.0;
range[2] = 0.0f / 1000.0;
range[3] = 2048.0f / 1000.0;
bglLightfv(GL_LIGHT0, GL_AMBIENT, lightpos);
bglLightfv(GL_LIGHT0, GL_DIFFUSE, color);