diff --git a/src/actor.h b/src/actor.h index aa842b97c1..652d40aa17 100644 --- a/src/actor.h +++ b/src/actor.h @@ -424,7 +424,7 @@ enum ActorRenderFlag RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range. RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle. RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch. - RF_INTERPOLATE = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll. + RF_INTERPOLATEANGLES = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll. RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting) RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting) diff --git a/src/gl/models/gl_models.cpp b/src/gl/models/gl_models.cpp index 2a481e018c..47283b51aa 100644 --- a/src/gl/models/gl_models.cpp +++ b/src/gl/models/gl_models.cpp @@ -1012,7 +1012,7 @@ void gl_RenderModel(GLSprite * spr) // Model space => World space gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y ); - if (spr->actor->renderflags & RF_INTERPOLATE) + if (spr->actor->renderflags & RF_INTERPOLATEANGLES) { // [Nash] use interpolated angles DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF); diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 4327043ec6..2b97568732 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -738,7 +738,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) if (clipres == GLPortal::PClip_InFront) return; } // disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag. - if (thing->renderflags & RF_INTERPOLATE) + if (thing->renderflags & RF_INTERPOLATEANGLES) Angles = thing->InterpolatedAngles(r_TicFracF); else Angles = thing->Angles;