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Have correct sprite angle-frame face the camera with orthographic projection enabled.
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parent
e647b61633
commit
e9f3d39c93
2 changed files with 3 additions and 3 deletions
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@ -913,7 +913,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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{
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bool mirror = false;
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DAngle ang = (thingpos - vp.Pos).Angle();
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if (thing->renderflags2 & RF2_ISOMETRICSPRITES) ang = vp.Angles.Yaw;
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if ((vp.camera->ViewPos != NULL) && (vp.camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC)) ang = vp.Angles.Yaw;
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FTextureID patch;
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// [ZZ] add direct picnum override
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if (isPicnumOverride)
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@ -158,7 +158,7 @@ class SpectatorCamera : Actor
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if(tracer != NULL)
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{
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if(player != NULL) zshift = -0.5*tracer.height;
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else zshift = tracer.height;
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else zshift = 0.5*tracer.height;
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}
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else if (player != NULL && player.mo != NULL) zshift = -0.5*player.mo.height;
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@ -168,7 +168,7 @@ class SpectatorCamera : Actor
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void LookAtSelf(double inpitch)
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{
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if(ViewPos.Offset != (0., 0., 0.))
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if(ViewPos.Offset.length() > 0.)
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{
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Vector3 negviewpos = (-1.0) * ViewPos.Offset;
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angle = negviewpos.Angle();
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