- allow FORCEBACKCULLFACES to work with hud models

This commit is contained in:
Rachael Alexanderson 2023-10-25 10:57:35 -04:00
commit 6d1ebf5f27
4 changed files with 10 additions and 10 deletions

View file

@ -244,11 +244,11 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translatio
float orientation = smf->xscale * smf->yscale * smf->zscale;
renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0);
renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0, smf);
uint32_t trans = psp->GetTranslation() != 0 ? psp->GetTranslation() : 0;
if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation;
RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), trans, psp->Caller);
renderer->EndDrawHUDModel(playermo->RenderStyle);
renderer->EndDrawHUDModel(playermo->RenderStyle, smf);
}
void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation, AActor* actor)