- Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly.

This commit is contained in:
MajorCooke 2016-04-27 10:13:30 -05:00
commit 0fc7055f51
3 changed files with 8 additions and 6 deletions

View file

@ -872,9 +872,9 @@ void R_SetupFrame (AActor *actor)
double quakefactor = r_quakeintensity;
DAngle an;
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
if (jiggers.RollIntensity != 0)
{
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.RFalloff, jiggers.RWFalloff);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{