remove flag

This commit is contained in:
David Markowitz
2026-09-26 00:38:02 -07:00
parent b5161790e5
commit fa635f8f19
3 changed files with 2 additions and 12 deletions

View File

@@ -6,7 +6,6 @@
#include "Game.h"
#include "Logger.h"
#include "dConfig.h"
#include "dMath.h"
#include "BehaviorStates.h"
@@ -323,10 +322,7 @@ bool ModelComponent::TryStartRotation(const int axis, const float direction) {
if (m_RotationDirection[axis] != 0.0f) return false;
// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
if (m_RotationDirection == NiPoint3Constant::ZERO) {
ResetRotationState(m_Parent->GetRotation());
m_SendAngularVelocity = Game::config->GetValue("model_rotation_send_angular_velocity") != "0";
}
if (m_RotationDirection == NiPoint3Constant::ZERO) ResetRotationState(m_Parent->GetRotation());
m_RotationDegrees[axis] = std::fmod(m_RotationDegrees[axis], 360.0f);
m_RotationActionStart[axis] = m_RotationDegrees[axis];
@@ -362,7 +358,7 @@ void ModelComponent::SetSpeed(const float newSpeed) {
void ModelComponent::SyncAngularVelocity() const {
GameMessages::SetAngularVelocity setAngVel{};
setAngVel.target = m_Parent->GetObjectID();
setAngVel.angVelocity = m_SendAngularVelocity ? m_RotationDirection * Math::DegToRad(GetAngularSpeed()) : NiPoint3Constant::ZERO;
setAngVel.angVelocity = m_RotationDirection * Math::DegToRad(GetAngularSpeed());
setAngVel.Send();
}

View File

@@ -248,7 +248,4 @@ private:
// Per axis -1, 0 or 1. Non-zero means a behavior currently owns rotation on that axis.
NiPoint3 m_RotationDirection{};
// Whether the client is sent an angular velocity to extrapolate rotation between updates
bool m_SendAngularVelocity{ true };
};

View File

@@ -105,6 +105,3 @@ hardcore_coin_keep=
# save pre-split lxfmls to disk for debugging
save_lxfmls=0
# Send models' angular velocity to clients so they extrapolate rotation between updates (1) or only send rotation (0)
model_rotation_send_angular_velocity=1