- fixed sprite rotation in automap submission

This commit is contained in:
Christoph Oelckers 2013-07-25 17:19:36 +02:00
parent 9ed829c3af
commit 7006df8d96

View file

@ -2361,16 +2361,20 @@ void AM_drawThings ()
const size_t spriteIndex = sprite.spriteframes + (am_showthingsprites > 1 ? t->frame : 0);
const spriteframe_t& frame = SpriteFrames[spriteIndex];
const angle_t rotation = (frame.Texture[0] == frame.Texture[1])
? (t->angle + (angle_t)(ANGLE_45 / 2) * 9) >> 28
: (t->angle + (angle_t)(ANGLE_45 / 2) * 9 - (angle_t)(ANGLE_180 / 16)) >> 28;
angle_t angle = ANGLE_270 - t->angle;
if (frame.Texture[0] != frame.Texture[1]) angle += (ANGLE_180 / 16);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle += players[consoleplayer].camera->angle - ANGLE_90;
}
const angle_t rotation = angle >> 28;
const FTextureID textureID = frame.Texture[am_showthingsprites > 2 ? rotation : 0];
FTexture* texture = TexMan(textureID);
const fixed_t spriteScale = 10 * scale_mtof;
DrawMarker (texture, p.x, p.y, 0, 0,
DrawMarker (texture, p.x, p.y, 0, !!(frame.Flip & (1 << rotation)),
spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
}
else