From 6839a8cb69a91f75ece64ba16bd2a8f91c6df5db Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Fri, 15 May 2020 23:58:22 -0400 Subject: [PATCH] OGL model support for runtime sprite offsets --- src/hardware/hw_md2.c | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 53503fa5c..0ae97c225 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1121,6 +1121,10 @@ void HWR_DrawMD2(gr_vissprite_t *spr) // Look at HWR_ProjectSprite for more { + const fixed_t thingxpos = spr->mobj->x + spr->mobj->sprxoff; + const fixed_t thingypos = spr->mobj->y + spr->mobj->spryoff; + const fixed_t thingzpos = spr->mobj->z + spr->mobj->sprzoff; + GLPatch_t *gpatch; INT32 durs = spr->mobj->state->tics; INT32 tics = spr->mobj->tics; @@ -1266,13 +1270,13 @@ void HWR_DrawMD2(gr_vissprite_t *spr) #endif //Hurdler: it seems there is still a small problem with mobj angle - p.x = FIXED_TO_FLOAT(spr->mobj->x); - p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset; + p.x = FIXED_TO_FLOAT(thingxpos); + p.y = FIXED_TO_FLOAT(thingypos) + md2->offset; if (spr->mobj->eflags & MFE_VERTICALFLIP) - p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height); + p.z = FIXED_TO_FLOAT(thingzpos + spr->mobj->height); else - p.z = FIXED_TO_FLOAT(spr->mobj->z); + p.z = FIXED_TO_FLOAT(thingzpos); if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) sprdef = &((skin_t *)spr->mobj->skin)->spritedef; @@ -1292,7 +1296,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } else { - const fixed_t anglef = AngleFixed((R_PointToAngle(spr->mobj->x, spr->mobj->y))-ANGLE_180); + const fixed_t anglef = AngleFixed((R_PointToAngle(thingxpos, thingypos))-ANGLE_180); p.angley = FIXED_TO_FLOAT(anglef); } p.anglex = 0.0f;