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OGL model support for runtime sprite offsets
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parent
ff756ae35c
commit
6839a8cb69
1 changed files with 9 additions and 5 deletions
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@ -1121,6 +1121,10 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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// Look at HWR_ProjectSprite for more
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{
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const fixed_t thingxpos = spr->mobj->x + spr->mobj->sprxoff;
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const fixed_t thingypos = spr->mobj->y + spr->mobj->spryoff;
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const fixed_t thingzpos = spr->mobj->z + spr->mobj->sprzoff;
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GLPatch_t *gpatch;
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INT32 durs = spr->mobj->state->tics;
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INT32 tics = spr->mobj->tics;
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@ -1266,13 +1270,13 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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#endif
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//Hurdler: it seems there is still a small problem with mobj angle
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p.x = FIXED_TO_FLOAT(spr->mobj->x);
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p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset;
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p.x = FIXED_TO_FLOAT(thingxpos);
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p.y = FIXED_TO_FLOAT(thingypos) + md2->offset;
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if (spr->mobj->eflags & MFE_VERTICALFLIP)
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p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
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p.z = FIXED_TO_FLOAT(thingzpos + spr->mobj->height);
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else
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p.z = FIXED_TO_FLOAT(spr->mobj->z);
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p.z = FIXED_TO_FLOAT(thingzpos);
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if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
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sprdef = &((skin_t *)spr->mobj->skin)->spritedef;
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@ -1292,7 +1296,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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}
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else
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{
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const fixed_t anglef = AngleFixed((R_PointToAngle(spr->mobj->x, spr->mobj->y))-ANGLE_180);
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const fixed_t anglef = AngleFixed((R_PointToAngle(thingxpos, thingypos))-ANGLE_180);
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p.angley = FIXED_TO_FLOAT(anglef);
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}
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p.anglex = 0.0f;
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