fix spin effects
This commit is contained in:
@@ -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++ )
|
||||
|
||||
Reference in New Issue
Block a user