removed voxel offsetting in Blood's animateSprites function

Since offsetting is being done in the backend now, this one is redundant.
This commit is contained in:
Christoph Oelckers 2023-10-24 16:44:06 +02:00
parent 14c5261c09
commit 6eae603d20

View file

@ -637,7 +637,6 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
{ {
pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP); pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
auto tex = TexMan.GetGameTexture(pTSprite->spritetexture()); auto tex = TexMan.GetGameTexture(pTSprite->spritetexture());
pTSprite->yoffset += (uint8_t)tex->GetDisplayTopOffset();
if (nAnimType == 7) if (nAnimType == 7)
{ {
pTSprite->Angles.Yaw = myclock.Normalized360(); pTSprite->Angles.Yaw = myclock.Normalized360();