Fixed some missed cases.

This commit is contained in:
MajorCooke 2016-05-02 08:52:44 -05:00
parent 673dab7f23
commit 9ec3093a34

View file

@ -278,7 +278,7 @@ void GLSprite::Draw(int pass)
if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
// [Nash] is a flat sprite
const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE || spritetype == RF_PITCHFLATSPRITE);
const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
// [Nash] check for special sprite drawing modes
if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite)
@ -684,7 +684,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
switch (spritetype)
{
case RF_FLATSPRITE:
case RF_PITCHFLATSPRITE:
z = thingpos.Z;
default:
z = thingpos.Z - thing->Floorclip;
@ -753,7 +752,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
break;
case RF_FLATSPRITE:
case RF_PITCHFLATSPRITE:
case RF_WALLSPRITE:
viewvecX = thing->Angles.Yaw.Cos();
viewvecY = thing->Angles.Yaw.Sin();