From 9ec3093a3429a5c483c3a3165ca23e519631af9d Mon Sep 17 00:00:00 2001 From: MajorCooke Date: Mon, 2 May 2016 08:52:44 -0500 Subject: [PATCH] Fixed some missed cases. --- src/gl/scene/gl_sprite.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index abefe61916..52c9f6aa93 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -278,7 +278,7 @@ void GLSprite::Draw(int pass) if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK; // [Nash] is a flat sprite - const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE || spritetype == RF_PITCHFLATSPRITE); + const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE); // [Nash] check for special sprite drawing modes if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite) @@ -684,7 +684,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) switch (spritetype) { case RF_FLATSPRITE: - case RF_PITCHFLATSPRITE: z = thingpos.Z; default: z = thingpos.Z - thing->Floorclip; @@ -753,7 +752,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) break; case RF_FLATSPRITE: - case RF_PITCHFLATSPRITE: case RF_WALLSPRITE: viewvecX = thing->Angles.Yaw.Cos(); viewvecY = thing->Angles.Yaw.Sin();