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Animated sky backport
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2 changed files with 4 additions and 4 deletions
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@ -5581,7 +5581,7 @@ static void HWR_DrawSkyBackground(player_t *player)
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// 0--1
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(void)player;
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HWR_GetTexture(skytexture);
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HWR_GetTexture(texturetranslation[skytexture]);
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//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
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// because it's called just after clearing the screen
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@ -5601,7 +5601,7 @@ static void HWR_DrawSkyBackground(player_t *player)
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// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
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angle = (dup_viewangle + gr_xtoviewangle[0]);
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dimensionmultiply = ((float)textures[skytexture]->width/256.0f);
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
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if (atransform.mirror)
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{
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@ -5616,7 +5616,7 @@ static void HWR_DrawSkyBackground(player_t *player)
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angle = aimingangle;
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aspectratio = (float)vid.width/(float)vid.height;
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dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio));
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
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angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
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// Middle of the sky should always be at angle 0
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@ -720,7 +720,7 @@ void R_DrawPlanes(void)
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dc_iscale = FixedMul(skyscale, FINECOSINE(xtoviewangle[x]>>ANGLETOFINESHIFT));
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dc_x = x;
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dc_source =
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R_GetColumn(skytexture,
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R_GetColumn(texturetranslation[skytexture],
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angle);
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wallcolfunc();
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}
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