// Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
// determine the angle of a sprite, we could only do that once though and
- // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
+ // add a `qbool initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
for (i = 0; i < 4; i++)
R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
- R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
+ R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false, false);
}
}