Mercurial > mm7
changeset 78:d56c13146285
Rotate fixed correct
author | Ritor1 |
---|---|
date | Tue, 29 Jan 2013 07:51:31 +0600 |
parents | 7ad8eaa172c5 |
children | 6ad816231528 3f2d5c80e162 41145af69341 |
files | Game.cpp Outdoor.cpp |
diffstat | 2 files changed, 6 insertions(+), 6 deletions(-) [+] |
line wrap: on
line diff
--- a/Game.cpp Mon Jan 28 23:46:41 2013 +0600 +++ b/Game.cpp Tue Jan 29 07:51:31 2013 +0600 @@ -74,14 +74,14 @@ } else { - if ( pParty->vPosition.x != pParty->vPrevPosition.x | pParty->sRotationY != pParty->sPrevRotationY | pParty->vPosition.y != pParty->vPrevPosition.z - | pParty->sRotationX != pParty->sPrevRotationX | pParty->vPosition.z != pParty->vPrevPosition.y | pParty->sEyelevel != pParty->sPrevEyelevel ) + if ( pParty->vPosition.x != pParty->vPrevPosition.x | pParty->sRotationY != pParty->sPrevRotationY | pParty->vPosition.y != pParty->vPrevPosition.y + | pParty->sRotationX != pParty->sPrevRotationX | pParty->vPosition.z != pParty->vPrevPosition.z | pParty->sEyelevel != pParty->sPrevEyelevel ) pParty->uFlags |= 2u; - pParty->vPrevPosition.x = pParty->vPosition.x; - pParty->vPrevPosition.y = pParty->vPosition.z; + pParty->vPrevPosition = pParty->vPosition; + pParty->vPrevPosition.y = pParty->vPosition.y; //v0 = &pRenderer; pParty->sPrevRotationY = pParty->sRotationY; - pParty->vPrevPosition.z = pParty->vPosition.y; + pParty->vPrevPosition.z = pParty->vPosition.z; pParty->sPrevRotationX = pParty->sRotationX; pParty->sPrevEyelevel = pParty->sEyelevel; pRenderer->BeginSceneD3D();
--- a/Outdoor.cpp Mon Jan 28 23:46:41 2013 +0600 +++ b/Outdoor.cpp Tue Jan 29 07:51:31 2013 +0600 @@ -63,7 +63,7 @@ * (signed __int64)pParty->field_18) >> 16); v3 = stru_5C6E00->SinCos(pParty->sRotationY - stru_5C6E00->uIntegerHalfPi); pIndoorCamera->field_4C = v1; - pIndoorCamera->pos.y = pParty->vPosition.y - ((unsigned __int64)(v3 * (signed __int64)pParty->field_18) >> 16); + pIndoorCamera->pos.y = pParty->vPosition.y - pParty->field_18 * ((stru_5C6E00->SinCos(pParty->sRotationY)) >> 16); pIndoorCamera->pos.z = pParty->vPosition.z + pParty->sEyelevel; if ( v2 || pRenderer->pRenderD3D ) {