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Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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2d9d028bea
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2 changed files with 7 additions and 51 deletions
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@ -4457,23 +4457,12 @@ static void HWR_AddSprites(sector_t *sec)
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// If a limit exists, handle things a tiny bit different.
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if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
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{
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if (!players[displayplayer].mo)
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return; // Draw nothing if no player.
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// todo: is this really the best option for this situation?
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
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continue;
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approx_dist = P_AproxDistance(
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players[displayplayer].mo->x - thing->x,
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players[displayplayer].mo->y - thing->y);
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if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
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approx_dist = P_AproxDistance(
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players[secondarydisplayplayer].mo->x - thing->x,
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players[secondarydisplayplayer].mo->y - thing->y);
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approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
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if (approx_dist <= limit_dist)
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HWR_ProjectSprite(thing);
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@ -4491,23 +4480,12 @@ static void HWR_AddSprites(sector_t *sec)
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// Someone seriously wants infinite draw distance for precipitation?
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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{
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if (!players[displayplayer].mo)
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return; // Draw nothing if no player.
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// todo: is this really the best option for this situation?
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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{
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if (precipthing->invisible)
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if (precipthing->precipflags & PCF_INVISIBLE)
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continue;
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approx_dist = P_AproxDistance(
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players[displayplayer].mo->x - precipthing->x,
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players[displayplayer].mo->y - precipthing->y);
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if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
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approx_dist = P_AproxDistance(
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players[secondarydisplayplayer].mo->x - precipthing->x,
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players[secondarydisplayplayer].mo->y - precipthing->y);
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approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
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if (approx_dist <= limit_dist)
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HWR_ProjectPrecipitationSprite(precipthing);
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@ -4517,7 +4495,7 @@ static void HWR_AddSprites(sector_t *sec)
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{
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// Draw everything in sector, no checks
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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if (!precipthing->invisible)
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if (!(precipthing->precipflags & PCF_INVISIBLE))
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HWR_ProjectPrecipitationSprite(precipthing);
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}
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#endif
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@ -4578,7 +4556,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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if (rot >= sprdef->numframes)
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{
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CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
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CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
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sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
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thing->sprite = states[S_UNKNOWN].sprite;
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thing->frame = states[S_UNKNOWN].frame;
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@ -1546,23 +1546,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
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// If a limit exists, handle things a tiny bit different.
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if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
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{
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if (!players[displayplayer].mo)
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return; // Draw nothing if no player.
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// todo: is this really the best option for this situation?
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
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continue;
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approx_dist = P_AproxDistance(
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players[displayplayer].mo->x - thing->x,
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players[displayplayer].mo->y - thing->y);
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if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
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approx_dist = P_AproxDistance(
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players[secondarydisplayplayer].mo->x - thing->x,
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players[secondarydisplayplayer].mo->y - thing->y);
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approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
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if (approx_dist <= limit_dist)
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R_ProjectSprite(thing);
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@ -1579,23 +1568,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
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// Someone seriously wants infinite draw distance for precipitation?
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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{
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if (!players[displayplayer].mo)
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return; // Draw nothing if no player.
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// todo: is this really the best option for this situation?
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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{
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if (precipthing->precipflags & PCF_INVISIBLE)
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continue;
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approx_dist = P_AproxDistance(
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players[displayplayer].mo->x - precipthing->x,
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players[displayplayer].mo->y - precipthing->y);
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if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
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approx_dist = P_AproxDistance(
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players[secondarydisplayplayer].mo->x - precipthing->x,
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players[secondarydisplayplayer].mo->y - precipthing->y);
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approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
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if (approx_dist <= limit_dist)
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R_ProjectPrecipitationSprite(precipthing);
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