From b3fabb0a7e2808fa37e47440c4fb2981dca9d5a2 Mon Sep 17 00:00:00 2001 From: inkoalawetrust <56005600+inkoalawetrust@users.noreply.github.com> Date: Fri, 26 Jan 2024 15:04:33 +0200 Subject: [PATCH] Made the automap account for SpriteRotation. The automap now also accounts for the SpriteRotation property of the actors. it renders as sprites. --- src/am_map.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/am_map.cpp b/src/am_map.cpp index 938540d96..8d6cecdc8 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -2962,14 +2962,14 @@ void DAutomap::drawThings () spriteframe_t *frame; int rotation = 0; - // try all modes backwards until a valid texture has been found. + // try all modes backwards until a valid texture has been found. for(int show = am_showthingsprites; show > 0 && texture == nullptr; show--) { const spritedef_t& sprite = sprites[t->sprite]; const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0); frame = &SpriteFrames[spriteIndex]; - DAngle angle = DAngle::fromDeg(270. + 22.5) - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw; + DAngle angle = DAngle::fromDeg(270. + 22.5) - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - t->SpriteRotation; if (frame->Texture[0] != frame->Texture[1]) angle += DAngle::fromDeg(180. / 16); if (am_rotate == 1 || (am_rotate == 2 && viewactive)) {