From 375ef31304f8f530e44a128c928938ef3c4194a1 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 24 Oct 2023 16:44:06 +0200 Subject: [PATCH] removed voxel offsetting in Blood's animateSprites function Since offsetting is being done in the backend now, this one is redundant. --- source/games/blood/src/animatesprite.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index 111904cf2..17e946307 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -662,7 +662,6 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, { pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP); auto tex = TexMan.GetGameTexture(pTSprite->spritetexture()); - pTSprite->yoffset += (uint8_t)tex->GetDisplayTopOffset(); if (nAnimType == 7) { pTSprite->Angles.Yaw = myclock.Normalized360();