I'm messing with setting bone angles in BG_G2PlayerAngles and a weird thing happens.
This doesn't work:
Code:
static vec3_t rhangAngle;
float p = 20.0f;
VectorCopy(vec3_origin, rhangAngle);
rhangAngle[PITCH] += p;
--snip irrelevant if(){} for being in a vehicle--
strap_G2API_SetBoneAngles(ghoul2, 0, "rhang_tag_bone", rhangAngle, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
This does:
Code:
static vec3_t rhangAngle;
float p = 20.0f;
VectorCopy(vec3_origin, rhangAngle);
rhangAngle[PITCH] += 20.0f;
--snip irrelevant if(){} for being in a vehicle--
strap_G2API_SetBoneAngles(ghoul2, 0, "rhang_tag_bone", rhangAngle, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
See the only difference is in the first I added "p" (float value of 20.0) to rhangAngle[PITCH] and in the second I just added a float of 20.0 directly.
What gives?