Code: Select all
		float rightfac = -r.left;
		float leftfac = rightfac - r.width;
		float bottomfac = -r.top;
		float topfac = bottomfac - r.height;
		case RF_FLATSPRITE:
		{	//needs careful rethinking
			x1 = x + leftfac;
			x2 = x + rightfac;
			y1 = y - bottomfac;
			y2 = y - topfac;
		}I've pushed the result so you can see if I'm missing anything.
Updated test actor:
Code: Select all
Actor A
{
	+NOINTERACTION
	+ROLLSPRITE
	+FLATSPRITE
	+DONTFLIP
	+SPRITEANGLE
	//+ROLLCENTER
	States
	{
	Spawn:
		CYBR A 1 
		{
			angle += 1;
			angle %= 360;
			pitch += 1;
			pitch %= 360;
		}
		Loop
	}
}I still don't know what to do after this point however and I've hit a dead stop on how to fix this rotated issue. I.e. the cyberdemon's supposed to be pivoting from the hooves, not the wired arm.
