Radiant:
misc... * fix scaling for doom3 brush format * Pointfile function: try to also load .pts leak line file (q1), if .lin isn't found * snap transform origin for flip commands * change light intensity save format from %f to %g to prevent .99999 on transforms * support 'stupid quake bug' (invert pitch in angles)(generic and miscmodel ents)(cfg: entities="quake" in .game) * clipper: place 1st and 2nd points far, 3rd near to ease 3 points clipping
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@@ -30,6 +30,8 @@
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#include "angle.h"
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#include "entity.h"
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const Vector3 ANGLESKEY_IDENTITY = Vector3( 0, 0, 0 );
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inline void default_angles( Vector3& angles ){
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@@ -57,7 +59,7 @@ inline void read_angles( Vector3& angles, const char* value ){
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}
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else
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{
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angles = Vector3( angles[2], angles[0], angles[1] );
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angles = Vector3( angles[2], g_stupidQuakeBug? -angles[0] : angles[0], angles[1] );
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normalise_angles( angles );
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}
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}
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@@ -71,14 +73,14 @@ inline void write_angles( const Vector3& angles, Entity* entity ){
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else
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{
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if ( angles[0] == 0 && angles[1] == 0 ) {
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float yaw = angles[2];
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const float yaw = angles[2];
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entity->setKeyValue( "angles", "" );
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write_angle( yaw, entity );
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}
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else
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{
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char value[64];
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sprintf( value, "%g %g %g", angles[1], angles[2], angles[0] );
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sprintf( value, "%g %g %g", g_stupidQuakeBug? -angles[1] : angles[1], angles[2], angles[0] );
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entity->setKeyValue( "angle", "" );
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entity->setKeyValue( "angles", value );
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}
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