Removed PITCHFLATSPRITE. FLATSPRITE now encompasses the behavior.

This commit is contained in:
MajorCooke 2016-05-02 06:29:19 -05:00
parent a163220e8c
commit 673dab7f23

View file

@ -325,7 +325,7 @@ void GLSprite::Draw(int pass)
// 3D floors later... if possible. // 3D floors later... if possible.
// Here we need some form of priority in order to work. // 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; float pitchDegrees = actor->Angles.Pitch.Degrees;
mat.Rotate(0, 1, 0, 0); mat.Rotate(0, 1, 0, 0);
@ -335,12 +335,6 @@ void GLSprite::Draw(int pass)
} }
mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees); 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) // [fgsfds] Rotate the sprite about the sight vector (roll)
else if (spritetype == RF_WALLSPRITE) else if (spritetype == RF_WALLSPRITE)
{ {