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- fixed sprite rotation in automap submission
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9ed829c3af
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1 changed files with 8 additions and 4 deletions
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@ -2361,16 +2361,20 @@ void AM_drawThings ()
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const size_t spriteIndex = sprite.spriteframes + (am_showthingsprites > 1 ? t->frame : 0);
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const spriteframe_t& frame = SpriteFrames[spriteIndex];
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const angle_t rotation = (frame.Texture[0] == frame.Texture[1])
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? (t->angle + (angle_t)(ANGLE_45 / 2) * 9) >> 28
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: (t->angle + (angle_t)(ANGLE_45 / 2) * 9 - (angle_t)(ANGLE_180 / 16)) >> 28;
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angle_t angle = ANGLE_270 - t->angle;
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if (frame.Texture[0] != frame.Texture[1]) angle += (ANGLE_180 / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle += players[consoleplayer].camera->angle - ANGLE_90;
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}
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const angle_t rotation = angle >> 28;
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const FTextureID textureID = frame.Texture[am_showthingsprites > 2 ? rotation : 0];
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FTexture* texture = TexMan(textureID);
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const fixed_t spriteScale = 10 * scale_mtof;
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DrawMarker (texture, p.x, p.y, 0, 0,
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DrawMarker (texture, p.x, p.y, 0, !!(frame.Flip & (1 << rotation)),
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spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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