Player Mounting

Removes the z axis rotation for consistency with other mounted object types.
This commit is contained in:
OTHGMars 2014-06-16 20:55:58 -04:00 committed by Azaezel
parent a285b7b07b
commit 037ee82982

View file

@ -5316,10 +5316,10 @@ void Player::setPosition(const Point3F& pos,const Point3F& rot)
MatrixF mat;
if (isMounted()) {
// Use transform from mounted object
MatrixF nmat,zrot;
mMount.object->getMountTransform( mMount.node, mMount.xfm, &nmat );
zrot.set(EulerF(0.0f, 0.0f, rot.z));
mat.mul(nmat,zrot);
//MatrixF nmat,zrot;
mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
//zrot.set(EulerF(0.0f, 0.0f, rot.z));
//mat.mul(nmat,zrot);
}
else {
mat.set(EulerF(0.0f, 0.0f, rot.z));
@ -5338,10 +5338,10 @@ void Player::setRenderPosition(const Point3F& pos, const Point3F& rot, F32 dt)
MatrixF mat;
if (isMounted()) {
// Use transform from mounted object
MatrixF nmat,zrot;
mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &nmat );
zrot.set(EulerF(0.0f, 0.0f, rot.z));
mat.mul(nmat,zrot);
//MatrixF nmat,zrot;
mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &mat );
//zrot.set(EulerF(0.0f, 0.0f, rot.z));
//mat.mul(nmat,zrot);
}
else {
EulerF orient(0.0f, 0.0f, rot.z);