diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index d28e3645ce..c4a78cab5a 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -265,12 +265,12 @@ void Actor::Update( float fDeltaTime ) break; case spin: m_current.rotation += fDeltaTime*m_vEffectMagnitude; - if( m_current.rotation.x > PI*2 ) m_current.rotation.x -= PI*2; - if( m_current.rotation.y > PI*2 ) m_current.rotation.y -= PI*2; - if( m_current.rotation.z > PI*2 ) m_current.rotation.z -= PI*2; - if( m_current.rotation.x < -PI*2 ) m_current.rotation.x += PI*2; - if( m_current.rotation.y < -PI*2 ) m_current.rotation.y += PI*2; - if( m_current.rotation.z < -PI*2 ) m_current.rotation.z += PI*2; + 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; break; case vibrate: break; @@ -550,9 +550,9 @@ void Actor::Fade( float fSleepSeconds, CString sFadeString, float fFadeSeconds, mod.pos.x += fDeltaX; mod.pos.y += fDeltaY; mod.pos.z += fDeltaZ; - mod.rotation.x += (CONTAINS("spinx")?-PI*2:0); - mod.rotation.y += (CONTAINS("spiny")?-PI*2:0); - mod.rotation.z += (CONTAINS("spinz")?-PI*2:0); + mod.rotation.x += (CONTAINS("spinx")?-360:0); + mod.rotation.y += (CONTAINS("spiny")?-360:0); + mod.rotation.z += (CONTAINS("spinz")?-360:0); mod.scale.x *= (CONTAINS("foldx")?0:1) * (CONTAINS("zoomx")||CONTAINS("zoom")?3:1); mod.scale.y *= (CONTAINS("foldy")?0:1) * (CONTAINS("zoomy")||CONTAINS("zoom")?3:1); for( int i=0; i<4; i++ )