mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
non aiturret fixes
bump maxheading up to it's proper 180 degree max bump netpipe for the turret rotations to the *controlling client* but not others to 11 bits per axis leave the to-others fidelity slim
This commit is contained in:
parent
81504fb089
commit
64da8ab168
|
|
@ -141,7 +141,7 @@ void TurretShapeData::initPersistFields()
|
|||
"@brief Should the turret allow only z rotations.\n\n"
|
||||
"True indicates that the turret may only be rotated on its z axis, just like the Item class. "
|
||||
"This keeps the turret always upright regardless of the surface it lands on.\n");
|
||||
addFieldV("maxHeading", TypeRangedF32, Offset(maxHeading, TurretShapeData), &CommonValidators::PosDegreeRangeQuarter,
|
||||
addFieldV("maxHeading", TypeRangedF32, Offset(maxHeading, TurretShapeData), &CommonValidators::PosDegreeRangeHalf,
|
||||
"@brief Maximum number of degrees to rotate from center.\n\n"
|
||||
"A value of 180 or more degrees indicates the turret may rotate completely around.\n");
|
||||
addFieldV("minPitch", TypeRangedF32, Offset(minPitch, TurretShapeData), &CommonValidators::PosDegreeRangeQuarter,
|
||||
|
|
@ -1047,8 +1047,8 @@ void TurretShape::writePacketData(GameConnection *connection, BitStream *stream)
|
|||
// Update client regardless of status flags.
|
||||
Parent::writePacketData(connection, stream);
|
||||
|
||||
stream->writeSignedFloat(mRot.x / M_2PI_F, 7);
|
||||
stream->writeSignedFloat(mRot.z / M_2PI_F, 7);
|
||||
stream->writeSignedFloat(mRot.x / M_2PI_F, 11);
|
||||
stream->writeSignedFloat(mRot.z / M_2PI_F, 11);
|
||||
}
|
||||
|
||||
void TurretShape::readPacketData(GameConnection *connection, BitStream *stream)
|
||||
|
|
@ -1056,8 +1056,8 @@ void TurretShape::readPacketData(GameConnection *connection, BitStream *stream)
|
|||
Parent::readPacketData(connection, stream);
|
||||
|
||||
Point3F rot(0.0f, 0.0f, 0.0f);
|
||||
rot.x = stream->readSignedFloat(7) * M_2PI_F;
|
||||
rot.z = stream->readSignedFloat(7) * M_2PI_F;
|
||||
rot.x = stream->readSignedFloat(11) * M_2PI_F;
|
||||
rot.z = stream->readSignedFloat(11) * M_2PI_F;
|
||||
_setRotation(rot);
|
||||
|
||||
mTurretDelta.rot = rot;
|
||||
|
|
|
|||
Loading…
Reference in a new issue