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Added GZDoom version of SpriteAngle and SpriteRotation.
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1 changed files with 5 additions and 1 deletions
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@ -722,7 +722,11 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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{
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bool mirror;
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DAngle ang = (thingpos - ViewPos).Angle();
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FTextureID patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - thing->Angles.Yaw).BAMs(), &mirror);
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FTextureID patch;
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if (thing->flags7 & MF7_SPRITEANGLE)
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
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else
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
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if (!patch.isValid()) return;
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int type = thing->renderflags & RF_SPRITETYPEMASK;
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gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
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