Use precip interp if gl sprite is for precip

This commit is contained in:
Eidolon 2022-10-31 20:23:49 -05:00 committed by NepDisk
parent ed75d3946d
commit d718ccb4ba

View file

@ -3805,7 +3805,34 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts
&& spr && spr->mobj && !R_ThingIsPaperSprite(spr->mobj)
&& wallVerts)
{
float basey = FIXED_TO_FLOAT(spr->mobj->z);
// uncapped/interpolation
interpmobjstate_t interp = {0};
// do interpolation
if (R_UsingFrameInterpolation() && !paused)
{
if (spr->precip)
{
R_InterpolatePrecipMobjState((precipmobj_t *)spr->mobj, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp);
}
}
else
{
if (spr->precip)
{
R_InterpolatePrecipMobjState((precipmobj_t *)spr->mobj, FRACUNIT, &interp);
}
else
{
R_InterpolateMobjState(spr->mobj, FRACUNIT, &interp);
}
}
float basey = FIXED_TO_FLOAT(interp.z);
float lowy = wallVerts[0].y;
if (!precip && P_MobjFlip(spr->mobj) == -1) // precip doesn't have eflags so they can't flip
{