From 682c7d2a8a026d5627aa0235534b7320ec4e2145 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Sat, 22 Dec 2012 00:55:27 +0000 Subject: [PATCH] - Fixed: The originx and originy for the textured automap is supposed to be calculated after rotating originpt by the automap, not before. SVN r3998 (trunk) --- src/am_map.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/am_map.cpp b/src/am_map.cpp index 335644b86b..246adcc9be 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1723,8 +1723,6 @@ void AM_drawSubsectors() continue; } - originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24)); - originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24)); // Apply the floor's rotation to the texture origin. if (rotation != 0) { @@ -1736,6 +1734,8 @@ void AM_drawSubsectors() rotation += ANG90 - players[consoleplayer].camera->angle; AM_rotatePoint(&originpt.x, &originpt.y); } + originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24)); + originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24)); // If this subsector has not actually been seen yet (because you are cheating // to see it on the map), tint and desaturate it.