fix glitches if the time is set far ahead during gameplay

This commit is contained in:
Glenn Maynard
2004-02-23 00:10:32 +00:00
parent 2c8b17ebf8
commit 78d35a1efb
+6 -6
View File
@@ -335,12 +335,12 @@ void Actor::Update( float fDeltaTime )
break;
case spin:
m_current.rotation += fDeltaTime*m_vEffectMagnitude;
if( m_current.rotation.x > 360 ) m_current.rotation.x -= 360;
if( m_current.rotation.y > 360 ) m_current.rotation.y -= 360;
if( m_current.rotation.z > 360 ) m_current.rotation.z -= 360;
if( m_current.rotation.x < -360 ) m_current.rotation.x += 360;
if( m_current.rotation.y < -360 ) m_current.rotation.y += 360;
if( m_current.rotation.z < -360 ) m_current.rotation.z += 360;
while( m_current.rotation.x > 360 ) m_current.rotation.x -= 360;
while( m_current.rotation.y > 360 ) m_current.rotation.y -= 360;
while( m_current.rotation.z > 360 ) m_current.rotation.z -= 360;
while( m_current.rotation.x < -360 ) m_current.rotation.x += 360;
while( m_current.rotation.y < -360 ) m_current.rotation.y += 360;
while( m_current.rotation.z < -360 ) m_current.rotation.z += 360;
break;
case vibrate:
break;