Account for this on the renderer's side instead

This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
This commit is contained in:
Leonard2 2016-06-01 23:33:08 +02:00
parent 543414d31f
commit eeff17c550
2 changed files with 1 additions and 5 deletions

View file

@ -214,10 +214,6 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
{ // The targeter layers were affected by those.
pspr->Flags |= (PSPF_CVARFAST|PSPF_POWDOUBLE);
}
if (layer != PSP_FLASH)
{ // Only the flash layer should follow the weapon.
pspr->Flags &= ~PSPF_ADDWEAPON;
}
}
return pspr;

View file

@ -1337,7 +1337,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
sy += boby;
}
if (pspr->Flags & PSPF_ADDWEAPON)
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;