Differences in roc.rcAngle between MMF2 and Fusion

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  • Hey everyone,

    I was wondering if there is a known difference in the usage/implementation of roc.rcAngle from LPRO pointers between MMF2 and Clickteam Fusion. I have an extension which modifies roc.rcAngle. The object consequently rotates in MMF2 while the object does not rotate in Fusion.

    In MMF2, adding "1" to this value increases the object's angle by 1.
    In Fusion, adding "1" to this value increases the object's angle by 1.4013e-045.

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  • Original
    I already had the angle as float unless it was specifically non-HWA in MMF2. Furthermore, the roc.rcAngle isn't matching up with angle expression from the actual object. Lastly, I just tried explicitly using roc.rcAngle as all floats, and nothing changed. Anymore ideas as for the culprit?


    Update
    In MMF2, roc.rcAngle returns the object's current angle.
    In Fusion, roc.rcAngle returns a number significantly different from the object's actual angle, regardless whether it's casted as an int or float. It's also not returning in radians.

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    Edited 3 times, last by ProdigyX (May 24, 2015 at 10:41 PM).

  • Could you tell me some info about where and how rcAngle is defined? It should be in Inc/Cncf.h near line 3517 and should have a type of ANGLETYPE, which is usually float. For example:
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    Working as fast as I can on Fusion 3

  • It's exactly that. I reverted back to ANGLETYPE for simplicity and discovered that returning just rcAngle has discrepancies between the two applications.

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