- a few remaining simple ones
This also removes a few pointless comments that popped up and consolidates setting a level's music into a subfuntion.
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16 changed files with 19 additions and 30 deletions
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@ -167,7 +167,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / actor->Level->info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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