fix glitches if the time is set far ahead during gameplay
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@@ -335,12 +335,12 @@ void Actor::Update( float fDeltaTime )
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break;
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case spin:
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m_current.rotation += fDeltaTime*m_vEffectMagnitude;
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if( m_current.rotation.x > 360 ) m_current.rotation.x -= 360;
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if( m_current.rotation.y > 360 ) m_current.rotation.y -= 360;
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if( m_current.rotation.z > 360 ) m_current.rotation.z -= 360;
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if( m_current.rotation.x < -360 ) m_current.rotation.x += 360;
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if( m_current.rotation.y < -360 ) m_current.rotation.y += 360;
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if( m_current.rotation.z < -360 ) m_current.rotation.z += 360;
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while( m_current.rotation.x > 360 ) m_current.rotation.x -= 360;
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while( m_current.rotation.y > 360 ) m_current.rotation.y -= 360;
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while( m_current.rotation.z > 360 ) m_current.rotation.z -= 360;
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while( m_current.rotation.x < -360 ) m_current.rotation.x += 360;
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while( m_current.rotation.y < -360 ) m_current.rotation.y += 360;
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while( m_current.rotation.z < -360 ) m_current.rotation.z += 360;
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break;
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case vibrate:
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break;
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