- fix model rotation some more

- a couple compiler warning fixes
This commit is contained in:
Rachael Alexanderson 2017-11-23 22:37:07 -05:00
commit 297f00aa4b
2 changed files with 5 additions and 5 deletions

View file

@ -76,7 +76,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
float scaleFactorZ = actor->Scale.Y * smf->zscale;
float pitch = 0;
float roll = 0;
float rotateOffset = 0;
double rotateOffset = 0;
float angle = actor->Angles.Yaw.Degrees;
// [BB] Workaround for the missing pitch information.
@ -102,8 +102,8 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
if (smf->flags & MDL_ROTATING)
{
const double time = smf->rotationSpeed*GetTimeFloat() / 200.f;
rotateOffset = float((time - xs_FloorToInt(time)) *360.f);
const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
rotateOffset = double((time - xs_FloorToInt(time)) *360.);
}
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.