Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix

This commit is contained in:
Sergeanur
2021-05-10 02:34:21 +03:00
parent f2b59f5097
commit 6537dfe7f1
13 changed files with 57 additions and 60 deletions

View File

@@ -689,8 +689,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
entity->bDoNotRender = CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame;
if (!entity->bDoNotRender) {
float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
float modifiedSin = 0.3f * (s + 1.0f);
float modifiedSin = 0.3f * (Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800)) + 1.0f);
int16 colorId;
@@ -749,7 +748,20 @@ CPickups::DoPickUpEffects(CEntity *entity)
}
}
entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), aWeaponScale[colorId]);
float angle = (float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800);
float c = Cos(angle) * aWeaponScale[colorId];
float s = Sin(angle) * aWeaponScale[colorId];
// we know from SA they were setting each field manually like this
entity->GetMatrix().rx = c;
entity->GetMatrix().ry = s;
entity->GetMatrix().rz = 0.0f;
entity->GetMatrix().fx = -s;
entity->GetMatrix().fy = c;
entity->GetMatrix().fz = 0.0f;
entity->GetMatrix().ux = 0.0f;
entity->GetMatrix().uy = 0.0f;
entity->GetMatrix().uz = aWeaponScale[colorId];
}
}