From a40ce7d088e9bc78a41f5f7f37afad3e334a51ce Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Tue, 10 Nov 2009 20:56:00 +1300 Subject: [PATCH] fixes turret positioning to match better facing quantization --- OpenRa.Game/Traits/Util.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRa.Game/Traits/Util.cs b/OpenRa.Game/Traits/Util.cs index b420a01c91..789648c2a1 100755 --- a/OpenRa.Game/Traits/Util.cs +++ b/OpenRa.Game/Traits/Util.cs @@ -81,7 +81,7 @@ namespace OpenRa.Game.Traits if (rut == null) return float2.Zero; var facing = self.traits.Get().turretFacing; - var quantizedFacing = facing - facing % rut.turretAnim.CurrentSequence.Length; + var quantizedFacing = QuantizeFacing(facing, rut.turretAnim.CurrentSequence.Length) * (256 / rut.turretAnim.CurrentSequence.Length); return RotateVectorByFacing(new float2(0, recoil * self.unitInfo.Recoil), quantizedFacing, .7f); } @@ -92,7 +92,7 @@ namespace OpenRa.Game.Traits if (ru == null) return int2.Zero; /* things that don't have a rotating base don't need the turrets repositioned */ var bodyFacing = self.traits.Get().facing; - var quantizedFacing = bodyFacing - bodyFacing % ru.anim.CurrentSequence.Length; + var quantizedFacing = QuantizeFacing(bodyFacing, ru.anim.CurrentSequence.Length) * (256 / ru.anim.CurrentSequence.Length); return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil)) + new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3));