mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 21:21:45 +00:00
Removed PITCHFLATSPRITE. FLATSPRITE now encompasses the behavior.
This commit is contained in:
parent
a163220e8c
commit
673dab7f23
1 changed files with 1 additions and 7 deletions
|
@ -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)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue