fix spin effects

This commit is contained in:
Glenn Maynard
2003-04-21 02:35:16 +00:00
parent 0725a2c726
commit cc9bf8677a
+9 -9
View File
@@ -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++ )