- fix model rotation some more
- a couple compiler warning fixes
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5181e3ebb2
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2 changed files with 5 additions and 5 deletions
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@ -76,7 +76,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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float scaleFactorZ = actor->Scale.Y * smf->zscale;
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float pitch = 0;
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float roll = 0;
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float rotateOffset = 0;
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double rotateOffset = 0;
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float angle = actor->Angles.Yaw.Degrees;
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// [BB] Workaround for the missing pitch information.
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@ -102,8 +102,8 @@ 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 double time = smf->rotationSpeed*GetTimeFloat() / 200.f;
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rotateOffset = float((time - xs_FloorToInt(time)) *360.f);
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const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
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rotateOffset = double((time - xs_FloorToInt(time)) *360.);
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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