From 2636375f94cadf490651c8b2cbce175289080dfb Mon Sep 17 00:00:00 2001
From: toasterbabe <rollerorbital@gmail.com>
Date: Fri, 7 Apr 2017 16:51:43 +0100
Subject: [PATCH] GL supporting.

---
 src/hardware/hw_main.c | 2 +-
 src/hardware/hw_md2.c  | 2 +-
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index 7bc12ba75d..ac4c896bf2 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -5128,7 +5128,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
 	else
 	{
 		// choose a different rotation based on player view
-		ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
+		ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
 
 		if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
 			rot = 6; // F7 slot
diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c
index 7edf02db06..29a3e72db6 100644
--- a/src/hardware/hw_md2.c
+++ b/src/hardware/hw_md2.c
@@ -1496,7 +1496,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
 
 		if (sprframe->rotate)
 		{
-			const fixed_t anglef = AngleFixed(spr->mobj->angle);
+			const fixed_t anglef = AngleFixed((spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle));
 			p.angley = FIXED_TO_FLOAT(anglef);
 		}
 		else
-- 
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