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Don't copy dontdrawforviewmobj to MT_OVERLAYs
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7a1f952d9e
commit
2febb6ced9
2 changed files with 3 additions and 1 deletions
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@ -6882,7 +6882,6 @@ void P_RunOverlays(void)
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mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP);
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mo->scale = mo->destscale = mo->target->scale;
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mo->angle = (mo->target->player ? mo->target->player->drawangle : mo->target->angle) + mo->movedir;
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P_SetTarget(&mo->dontdrawforviewmobj, mo->target->dontdrawforviewmobj); // Hide the overlay from the view that its target is hidden from - But don't copy drawonlyforplayer!
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if (!(mo->state->frame & FF_ANIMATE))
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zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale);
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@ -1855,6 +1855,7 @@ void P_SpawnShieldOrb(player_t *player)
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{
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ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
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P_SetTarget(&ov->target, shieldobj);
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P_SetTarget(&ov->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
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P_SetMobjState(ov, shieldobj->info->seestate);
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P_SetTarget(&shieldobj->tracer, ov);
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}
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@ -1862,12 +1863,14 @@ void P_SpawnShieldOrb(player_t *player)
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{
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ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
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P_SetTarget(&ov->target, shieldobj);
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P_SetTarget(&ov->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
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P_SetMobjState(ov, shieldobj->info->meleestate);
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}
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if (shieldobj->info->missilestate)
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{
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ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
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P_SetTarget(&ov->target, shieldobj);
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P_SetTarget(&ov->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
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P_SetMobjState(ov, shieldobj->info->missilestate);
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}
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if (player->powers[pw_shield] & SH_FORCE)
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