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Merge branch 'master' into next
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1 changed files with 20 additions and 0 deletions
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@ -4334,6 +4334,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
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}
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// if it has a dispoffset, push it a little towards the camera
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if (spr->dispoffset) {
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float co = -gr_viewcos*(0.05f*spr->dispoffset);
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float si = -gr_viewsin*(0.05f*spr->dispoffset);
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wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
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wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
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wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
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wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
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}
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realtop = top = wallVerts[3].y;
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realbot = bot = wallVerts[0].y;
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towtop = wallVerts[3].tow;
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@ -4635,6 +4645,16 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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HWR_DrawSpriteShadow(spr, gpatch, this_scale);
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}
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// if it has a dispoffset, push it a little towards the camera
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if (spr->dispoffset) {
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float co = -gr_viewcos*(0.05f*spr->dispoffset);
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float si = -gr_viewsin*(0.05f*spr->dispoffset);
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wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
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wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
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wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
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wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
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}
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// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
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// sprite lighting by modulating the RGB components
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/// \todo coloured
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