- reverted AActor::scale to a DVector2.

This was causing comparison precision issues with existing script code.
This commit is contained in:
Christoph Oelckers 2022-07-11 12:20:34 +02:00
commit aae1d1439a
5 changed files with 5 additions and 5 deletions

View file

@ -970,7 +970,7 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
{
// Convert from default scale to skin scale.
FVector2 defscale = actor->GetDefault()->Scale;
DVector2 defscale = actor->GetDefault()->Scale;
scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / double(defscale.X);
scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / double(defscale.Y);
}