- changed rules for drawing HUD sprites to match the software renderer.

This commit is contained in:
Christoph Oelckers 2013-11-30 13:01:48 +01:00
parent 228c6f976f
commit 992994239b

View file

@ -185,8 +185,17 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
AActor * playermo=players[consoleplayer].camera; AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player; player_t * player=playermo->player;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM))
return;
/*
if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites || if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
mViewActor!=playermo || playermo->RenderStyle.BlendOp == STYLEOP_None) return; mViewActor!=playermo || playermo->RenderStyle.BlendOp == STYLEOP_None) return;
*/
P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy); P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);