bool CClientEntity::SetMatrix ( const RwMatrix& matrix ) { CEntity * pEntity = GetGameEntity (); if ( pEntity ) { pEntity->SetMatrix ( matrix ); return true; } return false; }
bool CClientEntity::SetMatrix ( const CMatrix& matrix ) { CEntity * pEntity = GetGameEntity (); if ( pEntity ) { pEntity->SetMatrix ( const_cast < CMatrix * > ( &matrix ) ); return true; } return false; }
bool CClientEntity::SetMatrix ( const CMatrix& matrix ) { CEntity * pEntity = GetGameEntity (); if ( pEntity ) { pEntity->SetMatrix ( const_cast < CMatrix * > ( &matrix ) ); return true; } // When streamed out SetPosition ( matrix.vPos ); CVector vecRotation; g_pMultiplayer->ConvertMatrixToEulerAngles ( matrix, vecRotation.fX, vecRotation.fY, vecRotation.fZ ); // Change rotation order so it works correctly for CClientObjects // Any maybe other types that don't have a SetMatrix() override - Needs checking. ConvertRadiansToDegreesNoWrap( vecRotation ); vecRotation = ConvertEulerRotationOrder( vecRotation, EULER_MINUS_ZYX, EULER_ZXY ); ConvertDegreesToRadiansNoWrap( vecRotation ); SetRotationRadians ( vecRotation ); return true; }