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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Remove the need for setting rotation axis in spriteinfo for models
Now it just does it like Software
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64c321fbed
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875493d778
6 changed files with 18 additions and 68 deletions
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@ -1271,8 +1271,6 @@ static void readspriteframe(MYFILE *f, spriteinfo_t *sprinfo, UINT8 frame)
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sprinfo->pivot[frame].x = value;
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else if (fastcmp(word, "YPIVOT"))
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sprinfo->pivot[frame].y = value;
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else if (fastcmp(word, "ROTAXIS"))
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sprinfo->pivot[frame].rotaxis = value;
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else
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{
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f->curpos = lastline;
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@ -11480,11 +11478,6 @@ struct {
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{"DI_SOUTHEAST",DI_SOUTHEAST},
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{"NUMDIRS",NUMDIRS},
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// Sprite rotation axis (rotaxis_t)
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{"ROTAXIS_X",ROTAXIS_X},
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{"ROTAXIS_Y",ROTAXIS_Y},
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{"ROTAXIS_Z",ROTAXIS_Z},
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// Buttons (ticcmd_t) // SRB2kart
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{"BT_ACCELERATE",BT_ACCELERATE},
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{"BT_DRIFT",BT_DRIFT},
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@ -101,9 +101,6 @@ typedef struct
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//Hurdler: Transform (coords + angles)
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//BP: transform order : scale(rotation_x(rotation_y(translation(v))))
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// Kart features
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#define USE_FTRANSFORM_MIRROR
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// Vanilla features
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#define USE_MODEL_NEXTFRAME
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@ -118,13 +115,10 @@ typedef struct
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boolean shearing; // 14042019
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angle_t viewaiming; // 17052019
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boolean roll;
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SINT8 rollflip;
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FLOAT rollangle; // done to not override USE_FTRANSFORM_ANGLEZ
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UINT8 rotaxis;
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FLOAT centerx, centery;
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#ifdef USE_FTRANSFORM_MIRROR
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FLOAT rollx, rollz;
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boolean mirror; // SRB2Kart: Encore Mode
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#endif
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} FTransform;
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// Transformed vector, as passed to HWR API
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@ -5508,6 +5508,8 @@ static void HWR_DrawSkyBackground(player_t *player)
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fixed_t rol = AngleFixed(player->viewrollangle);
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dometransform.rollangle = FIXED_TO_FLOAT(rol);
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dometransform.roll = true;
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dometransform.rollx = 1.0f;
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dometransform.rollz = 0.0f;
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}
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dometransform.splitscreen = r_splitscreen;
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@ -5786,6 +5788,8 @@ void HWR_RenderSkyboxView(player_t *player)
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fixed_t rol = AngleFixed(player->viewrollangle);
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atransform.rollangle = FIXED_TO_FLOAT(rol);
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atransform.roll = true;
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atransform.rollx = 1.0f;
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atransform.rollz = 0.0f;
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}
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atransform.splitscreen = r_splitscreen;
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@ -5987,6 +5991,8 @@ void HWR_RenderPlayerView(void)
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fixed_t rol = AngleFixed(player->viewrollangle);
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atransform.rollangle = FIXED_TO_FLOAT(rol);
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atransform.roll = true;
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atransform.rollx = 1.0f;
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atransform.rollz = 0.0f;
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}
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atransform.splitscreen = r_splitscreen;
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@ -1353,8 +1353,6 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !(spr->mobj->frame & FF_HORIZONTALFLIP));
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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spriteinfo_t *sprinfo;
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angle_t ang;
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INT32 mod;
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float finalscale;
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@ -1378,12 +1376,10 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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{
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md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
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md2->skin = (skin_t*)spr->mobj->skin-skins;
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sprinfo = &((skin_t *)spr->mobj->skin)->sprinfo[spr->mobj->sprite2];
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}
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else
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{
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md2 = &md2_models[spr->mobj->sprite];
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sprinfo = &spriteinfo[spr->mobj->sprite];
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}
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// texture loading before model init, so it knows if sprite graphics are used, which
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@ -1578,31 +1574,22 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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}
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p.rollangle = 0.0f;
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p.rollflip = 1;
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p.rotaxis = 0;
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if (spr->mobj->rollangle)
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{
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fixed_t camAngleDiff = AngleFixed(viewangle) - FLOAT_TO_FIXED(p.angley); // dumb reconversion back, I know
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fixed_t anglef = AngleFixed(spr->mobj->rollangle);
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p.rollangle = FIXED_TO_FLOAT(anglef);
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p.roll = true;
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// rotation pivot
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p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
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p.centery = FIXED_TO_FLOAT(spr->mobj->height/(flip ? -2 : 2));
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p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2);
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p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2);
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// rotation axis
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if (sprinfo->available)
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p.rotaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rotaxis);
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// for NiGHTS specifically but should work everywhere else
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ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle);
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if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
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p.rollflip = 1;
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else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
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p.rollflip = -1;
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if (flip)
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p.rollflip *= -1;
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// rotation axes relative to camera
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p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
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p.rollz = FIXED_TO_FLOAT(FINESINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
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}
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p.anglez = FIXED_TO_FLOAT(AngleFixed(spr->mobj->pitch));
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@ -1612,9 +1599,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
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p.flip = atransform.flip;
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#ifdef USE_FTRANSFORM_MIRROR
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p.mirror = atransform.mirror; // from Kart
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#endif
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p.mirror = atransform.mirror;
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HWD.pfnSetShader(SHADER_MODEL); // model shader
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HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf);
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@ -2610,7 +2610,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
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pglEnable(GL_CULL_FACE);
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pglEnable(GL_NORMALIZE);
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#ifdef USE_FTRANSFORM_MIRROR
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// flipped is if the object is vertically flipped
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// hflipped is if the object is horizontally flipped
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// pos->flip is if the screen is flipped vertically
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@ -2623,17 +2622,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
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else
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pglCullFace(GL_BACK);
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}
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#else
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// pos->flip is if the screen is flipped too
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if (flipped ^ hflipped ^ pos->flip) // If one or three of these are active, but not two, invert the model's culling
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{
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pglCullFace(GL_FRONT);
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}
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else
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{
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pglCullFace(GL_BACK);
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}
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#endif
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pglPushMatrix(); // should be the same as glLoadIdentity
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//Hurdler: now it seems to work
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@ -2649,14 +2637,8 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
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if (pos->roll)
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{
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float roll = (1.0f * pos->rollflip);
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pglTranslatef(pos->centerx, pos->centery, 0);
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if (pos->rotaxis == 2) // Z
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pglRotatef(pos->rollangle, 0.0f, 0.0f, roll);
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else if (pos->rotaxis == 1) // Y
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pglRotatef(pos->rollangle, 0.0f, roll, 0.0f);
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else // X
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pglRotatef(pos->rollangle, roll, 0.0f, 0.0f);
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pglRotatef(pos->rollangle, pos->rollx, 0.0f, pos->rollz);
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pglTranslatef(-pos->centerx, -pos->centery, 0);
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}
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@ -2829,13 +2811,9 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
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if (stransform)
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{
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used_fov = stransform->fovxangle;
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#ifdef USE_FTRANSFORM_MIRROR
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// mirroring from Kart
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if (stransform->mirror)
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pglScalef(-stransform->scalex, stransform->scaley, -stransform->scalez);
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else
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#endif
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if (stransform->flip)
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else if (stransform->flip)
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pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
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else
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pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
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@ -313,8 +313,6 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
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pivot[idx].x = (INT32)value;
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else if (ikey == 2 || (key && fastcmp(key, "y")))
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pivot[idx].y = (INT32)value;
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else if (ikey == 3 || (key && fastcmp(key, "rotaxis")))
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pivot[idx].rotaxis = (UINT8)value;
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else if (ikey == -1 && (key != NULL))
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FIELDERROR("pivot key", va("invalid option %s", key));
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okcool = 1;
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@ -579,8 +577,6 @@ static int framepivot_get(lua_State *L)
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lua_pushinteger(L, framepivot->x);
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else if (fastcmp("y", field))
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lua_pushinteger(L, framepivot->y);
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else if (fastcmp("rotaxis", field))
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lua_pushinteger(L, (UINT8)framepivot->rotaxis);
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else
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return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));
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@ -605,8 +601,6 @@ static int framepivot_set(lua_State *L)
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framepivot->x = luaL_checkinteger(L, 3);
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else if (fastcmp("y", field))
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framepivot->y = luaL_checkinteger(L, 3);
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else if (fastcmp("rotaxis", field))
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framepivot->rotaxis = luaL_checkinteger(L, 3);
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else
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return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));
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