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v.getSpritePatch/v.getSprite2Patch fix: Fix offset inconsistency between rotated sprites and non-rotated sprites
This was caused by rotated sprites having FEETADJUST offsets applied, when non-rotated sprites did not. FEETADJUST is not actually needed in the HUD, so I've removed it from the rotated sprites (thankfully this is also the easiest way to fix it too)
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1 changed files with 2 additions and 2 deletions
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@ -517,7 +517,7 @@ static int libd_getSpritePatch(lua_State *L)
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INT32 rot = R_GetRollAngle(rollangle);
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if (rot) {
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patch_t *rotsprite = Patch_GetRotatedSprite(sprframe, frame, angle, sprframe->flip & (1<<angle), true, &spriteinfo[i], rot);
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patch_t *rotsprite = Patch_GetRotatedSprite(sprframe, frame, angle, sprframe->flip & (1<<angle), false, &spriteinfo[i], rot);
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LUA_PushUserdata(L, rotsprite, META_PATCH);
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lua_pushboolean(L, false);
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lua_pushboolean(L, true);
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@ -629,7 +629,7 @@ static int libd_getSprite2Patch(lua_State *L)
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INT32 rot = R_GetRollAngle(rollangle);
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if (rot) {
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patch_t *rotsprite = Patch_GetRotatedSprite(sprframe, frame, angle, sprframe->flip & (1<<angle), true, &skins[i].sprinfo[j], rot);
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patch_t *rotsprite = Patch_GetRotatedSprite(sprframe, frame, angle, sprframe->flip & (1<<angle), false, &skins[i].sprinfo[j], rot);
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LUA_PushUserdata(L, rotsprite, META_PATCH);
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lua_pushboolean(L, false);
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lua_pushboolean(L, true);
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