diff --git a/src/am_map.cpp b/src/am_map.cpp index 335644b86..246adcc9b 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1723,8 +1723,6 @@ void AM_drawSubsectors() continue; } - originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24)); - originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24)); // Apply the floor's rotation to the texture origin. if (rotation != 0) { @@ -1736,6 +1734,8 @@ void AM_drawSubsectors() rotation += ANG90 - players[consoleplayer].camera->angle; AM_rotatePoint(&originpt.x, &originpt.y); } + originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24)); + originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24)); // If this subsector has not actually been seen yet (because you are cheating // to see it on the map), tint and desaturate it.