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Removed PITCHFLATSPRITE. FLATSPRITE now encompasses the behavior.
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1 changed files with 1 additions and 7 deletions
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@ -325,7 +325,7 @@ void GLSprite::Draw(int pass)
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// 3D floors later... if possible.
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// Here we need some form of priority in order to work.
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if (spritetype == RF_PITCHFLATSPRITE)
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if (spritetype == RF_FLATSPRITE)
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{
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float pitchDegrees = actor->Angles.Pitch.Degrees;
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mat.Rotate(0, 1, 0, 0);
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@ -335,12 +335,6 @@ void GLSprite::Draw(int pass)
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}
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mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees);
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}
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else if (spritetype == RF_FLATSPRITE)
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{ // [fgsfds] rotate the sprite so it faces upwards/downwards
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mat.Rotate(-yawvecY, 0, yawvecX, -90.f);
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if (drawRollSpriteActor)
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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}
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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else if (spritetype == RF_WALLSPRITE)
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{
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