- re-doubled the model rotation code
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16e6fbf5bf
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4 changed files with 7 additions and 7 deletions
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@ -102,7 +102,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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if (smf->flags & MDL_ROTATING)
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{
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const float time = smf->rotationSpeed*GetTimeFloat() / 200.f;
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const double time = smf->rotationSpeed*GetTimeFloat() / 200.f;
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rotateOffset = float((time - xs_FloorToInt(time)) *360.f);
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}
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@ -225,7 +225,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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{
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float time = GetTimeFloat();
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double time = GetTimeFloat();
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ticFraction = (time - static_cast<int>(time));
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}
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inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
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@ -382,7 +382,7 @@ void FGLModelRenderer::DrawElements(int primitiveType, int numIndices, int eleme
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glDrawElements(primitiveType, numIndices, elementType, (void*)(intptr_t)offset);
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}
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float FGLModelRenderer::GetTimeFloat()
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double FGLModelRenderer::GetTimeFloat()
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{
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return (float)I_msTime() * (float)TICRATE / 1000.0f;
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}
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