diff --git a/code/fgame/vehicle.cpp b/code/fgame/vehicle.cpp index b176d0b2..bf8440cc 100644 --- a/code/fgame/vehicle.cpp +++ b/code/fgame/vehicle.cpp @@ -6179,7 +6179,9 @@ Vehicle::CalculateAnglesOffset */ void Vehicle::CalculateAnglesOffset(Vector acceleration) { - if (level.time <= 1200) { + if (level.inttime <= 1200) { + // leave some time before allowing to shake + // so all tanks spawn peacefully in the level return; } @@ -6220,9 +6222,9 @@ void Vehicle::CalculateAnimationData(Vector vAngles, Vector vOrigin) fForward = vAngles[1] / m_fYawMax; } - if (vAngles[2] > 0.0) { + if (vAngles[2] < 0.0) { fRight = vAngles[2] / m_fRollMin; - } else if (vAngles[2] < 0.0) { + } else if (vAngles[2] > 0.0) { fLeft = vAngles[2] / m_fRollMax; } @@ -6233,13 +6235,13 @@ void Vehicle::CalculateAnimationData(Vector vAngles, Vector vOrigin) } if (!m_bAnimMove) { - NewAnim("idle", 0); - NewAnim("lean_left", 0, 3, fLeft); - NewAnim("lean_right", 0, 4, fRight); - NewAnim("lean_forward", 0, 1, fForward); - NewAnim("lean_back", 0, 2, fBack); - NewAnim("high", 0, 6, fEpsilon()); - NewAnim("low", 0, 5, fEpsilon()); + NewAnim("idle", NULL, 0, 1.0); + NewAnim("lean_left", NULL, 3, fLeft); + NewAnim("lean_right", NULL, 4, fRight); + NewAnim("lean_forward", NULL, 1, fForward); + NewAnim("lean_back", NULL, 2, fBack); + NewAnim("high", NULL, 6, fEpsilon()); + NewAnim("low", NULL, 5, fEpsilon()); } }