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Fixed some missed cases.
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parent
673dab7f23
commit
9ec3093a34
1 changed files with 1 additions and 3 deletions
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@ -278,7 +278,7 @@ void GLSprite::Draw(int pass)
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if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE || spritetype == RF_PITCHFLATSPRITE);
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const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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// [Nash] check for special sprite drawing modes
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if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite)
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@ -684,7 +684,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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switch (spritetype)
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{
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case RF_FLATSPRITE:
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case RF_PITCHFLATSPRITE:
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z = thingpos.Z;
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default:
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z = thingpos.Z - thing->Floorclip;
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@ -753,7 +752,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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break;
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case RF_FLATSPRITE:
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case RF_PITCHFLATSPRITE:
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case RF_WALLSPRITE:
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viewvecX = thing->Angles.Yaw.Cos();
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viewvecY = thing->Angles.Yaw.Sin();
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