Fixed psprites & viewpos being completely broken for non-isometric mode.

This line of code was altering a global cvar.
This commit is contained in:
Major Cooke 2024-02-03 10:11:29 -06:00 committed by Rachael Alexanderson
parent b37ea19f86
commit 3f72f8acd5

View file

@ -162,8 +162,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint) di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
if(mainview && (camera->ViewPos != NULL) && (camera->ViewPos->Offset.XY().Length() > 0)) r_drawplayersprites = false;
else r_drawplayersprites = true; // Restore first-person hands/weapons
// Stereo mode specific perspective projection // Stereo mode specific perspective projection
float inv_iso_dist = 1.0f; float inv_iso_dist = 1.0f;
bool iso_ortho = (camera->ViewPos != NULL) && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC); bool iso_ortho = (camera->ViewPos != NULL) && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC);