- 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.
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3 changed files with 8 additions and 6 deletions
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@ -872,9 +872,9 @@ void R_SetupFrame (AActor *actor)
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double quakefactor = r_quakeintensity;
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DAngle an;
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
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if (jiggers.RollIntensity != 0)
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{
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.RFalloff, jiggers.RWFalloff);
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}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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