diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index a596380a6..a99eb5b82 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -307,14 +307,13 @@ void GLSprite::Draw(int pass) } // [fgsfds] calculate yaw vectors - float yawvecX = 0, yawvecY = 0, FlatAngle = 0, rollDegrees = 0; + float yawvecX = 0, yawvecY = 0, rollDegrees = 0; float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians(); if (actor) rollDegrees = actor->Angles.Roll.Degrees; if (isFlatSprite) { yawvecX = actor->Angles.Yaw.Cos(); yawvecY = actor->Angles.Yaw.Sin(); - FlatAngle = actor->FlatAngle.Degrees; } // [MC] This is the only thing that I changed in Nash's submission which @@ -329,7 +328,7 @@ void GLSprite::Draw(int pass) if (spritetype == RF_PITCHFLATSPRITE) { float pitchDegrees = actor->Angles.Pitch.Degrees; - mat.Rotate(0, 1, 0, -FlatAngle); + mat.Rotate(0, 1, 0, 0); if (drawRollSpriteActor) { mat.Rotate(yawvecX, 0, yawvecY, rollDegrees); @@ -345,7 +344,7 @@ void GLSprite::Draw(int pass) // [fgsfds] Rotate the sprite about the sight vector (roll) else if (spritetype == RF_WALLSPRITE) { - mat.Rotate(0, 1, 0, -FlatAngle); + mat.Rotate(0, 1, 0, 0); if (drawRollSpriteActor) mat.Rotate(yawvecX, 0, yawvecY, rollDegrees); }