mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 23:32:02 +00:00
- changed rules for drawing HUD sprites to match the software renderer.
This commit is contained in:
parent
228c6f976f
commit
992994239b
1 changed files with 9 additions and 0 deletions
|
@ -185,8 +185,17 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
AActor * playermo=players[consoleplayer].camera;
|
||||
player_t * player=playermo->player;
|
||||
|
||||
// this is the same as the software renderer
|
||||
if (!player ||
|
||||
!r_drawplayersprites ||
|
||||
!camera->player ||
|
||||
(players[consoleplayer].cheats & CF_CHASECAM))
|
||||
return;
|
||||
|
||||
/*
|
||||
if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
|
||||
mViewActor!=playermo || playermo->RenderStyle.BlendOp == STYLEOP_None) return;
|
||||
*/
|
||||
|
||||
P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
|
||||
|
||||
|
|
Loading…
Reference in a new issue