From 673dab7f23c933146d460187f9f4f5b54b59bd0c Mon Sep 17 00:00:00 2001 From: MajorCooke Date: Mon, 2 May 2016 06:29:19 -0500 Subject: [PATCH] Removed PITCHFLATSPRITE. FLATSPRITE now encompasses the behavior. --- src/gl/scene/gl_sprite.cpp | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index a99eb5b82d..abefe61916 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -325,7 +325,7 @@ void GLSprite::Draw(int pass) // 3D floors later... if possible. // Here we need some form of priority in order to work. - if (spritetype == RF_PITCHFLATSPRITE) + if (spritetype == RF_FLATSPRITE) { float pitchDegrees = actor->Angles.Pitch.Degrees; mat.Rotate(0, 1, 0, 0); @@ -335,12 +335,6 @@ void GLSprite::Draw(int pass) } mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees); } - else if (spritetype == RF_FLATSPRITE) - { // [fgsfds] rotate the sprite so it faces upwards/downwards - mat.Rotate(-yawvecY, 0, yawvecX, -90.f); - if (drawRollSpriteActor) - mat.Rotate(yawvecX, 0, yawvecY, rollDegrees); - } // [fgsfds] Rotate the sprite about the sight vector (roll) else if (spritetype == RF_WALLSPRITE) {