Fix line-based slopes' normals.

The game never uses the normals directly yet so it's been left unnoticed ever since.

Signed-off-by: Nev3r <apophycens@gmail.com>
This commit is contained in:
Nev3r 2019-04-19 20:34:22 +02:00
parent 8a2e11ffa9
commit 83001a5bc9
1 changed files with 2 additions and 3 deletions

View File

@ -31,8 +31,8 @@ UINT16 slopecount = 0;
// Calculate line normal
void P_CalculateSlopeNormal(pslope_t *slope) {
slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT);
slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x);
slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y);
slope->normal.x = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x);
slope->normal.y = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y);
}
/// Setup slope via 3 vertexes.
@ -51,7 +51,6 @@ static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const v
if (vec1.z == 0 && vec2.z == 0)
{
/// \todo Fix fully flat cases.
CONS_Printf("Please fix me\n");
slope->zangle = slope->xydirection = 0;
slope->zdelta = slope->d.x = slope->d.y = 0;