Fixed weapon drawing rules to account for the death camera [backported from gzdoom], also fixed drawing rules for crosshair

This commit is contained in:
Kyle Evans 2014-12-01 22:03:22 -06:00
parent ed5b0d902a
commit 3af08f1983
2 changed files with 4 additions and 2 deletions

View file

@ -1123,7 +1123,7 @@ void DBaseStatusBar::DrawCrosshair ()
ST_LoadCrosshair();
// Don't draw the crosshair if there is none
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL)
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || camera->health <= 0)
{
return;
}

View file

@ -95,6 +95,7 @@ extern fixed_t globaluclip, globaldclip;
EXTERN_CVAR (Bool, st_scale)
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, r_drawfuzz)
EXTERN_CVAR(Bool, r_deathcamera);
//
// Sprite rotation 0 is facing the viewer,
@ -1410,7 +1411,8 @@ void R_DrawPlayerSprites ()
if (!r_drawplayersprites ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM))
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {