- Blood: do not double-rotate the player.

One of these actions needs to be removed, now that the angles are consolidated.
This commit is contained in:
Christoph Oelckers 2022-12-17 20:03:56 +01:00
parent 521a59fd26
commit bfe958abd6

View file

@ -910,7 +910,6 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
viewBackupSpriteLoc(actor);
actor->spr.pos.XY() = spot + pt_w2 - pivot;
actor->spr.Angles.Yaw += angleofs;
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
}
else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
@ -922,7 +921,6 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
viewBackupSpriteLoc(actor);
actor->spr.pos.XY() = spot - pt_w2 + pivot;
actor->spr.Angles.Yaw += angleofs;
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
}
else if (pXSector->Drag)
{
@ -938,7 +936,6 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
}
actor->spr.Angles.Yaw += angleofs;
actor->spr.pos += position;
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].actor->spr.Angles.Yaw += angleofs;
}
}
}