mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-22 04:21:23 +00:00
Add "drawonlyforplayer" and "dontdrawforviewmobj"
This commit is contained in:
parent
1a209146d6
commit
0e2682d590
9 changed files with 188 additions and 70 deletions
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@ -631,7 +631,8 @@ void B_HandleFlightIndicator(player_t *player)
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}
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// otherwise, update its visibility
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if (P_IsLocalPlayer(player->botleader))
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tails->hnext->drawonlyforplayer = player->botleader; // Hide it from the other player in splitscreen, and yourself when spectating
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if (P_IsLocalPlayer(player->botleader)) // Only display it on your own view. Don't display it for spectators
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tails->hnext->flags2 &= ~MF2_DONTDRAW;
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else
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tails->hnext->flags2 |= MF2_DONTDRAW;
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@ -1441,6 +1441,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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// I assume this is netgame-safe because gunslinger spawns this for only the local player...... *sweats intensely*
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newtarget = P_SpawnMobj(ticcmd_ztargetfocus[forplayer]->x, ticcmd_ztargetfocus[forplayer]->y, ticcmd_ztargetfocus[forplayer]->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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P_SetTarget(&newtarget->target, ticcmd_ztargetfocus[forplayer]);
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newtarget->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
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if (player->mo && P_AproxDistance(
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player->mo->x - ticcmd_ztargetfocus[forplayer]->x,
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@ -689,11 +689,12 @@ static int lib_pSpawnLockOn(lua_State *L)
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return LUA_ErrInvalid(L, "player_t");
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if (state >= NUMSTATES)
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return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1);
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if (P_IsLocalPlayer(player)) // Only display it on your own view.
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if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
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{
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mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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P_SetTarget(&visual->target, lockon);
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visual->flags2 |= MF2_DONTDRAW;
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visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
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P_SetMobjStateNF(visual, state);
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}
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return 0;
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@ -44,6 +44,8 @@ enum mobj_e {
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mobj_spritexoffset,
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mobj_spriteyoffset,
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mobj_floorspriteslope,
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mobj_drawonlyforplayer,
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mobj_dontdrawforviewmobj,
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mobj_touching_sectorlist,
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mobj_subsector,
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mobj_floorz,
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@ -122,6 +124,8 @@ static const char *const mobj_opt[] = {
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"spritexoffset",
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"spriteyoffset",
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"floorspriteslope",
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"drawonlyforplayer",
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"dontdrawforviewmobj",
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"touching_sectorlist",
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"subsector",
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"floorz",
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@ -262,6 +266,17 @@ static int mobj_get(lua_State *L)
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case mobj_floorspriteslope:
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LUA_PushUserdata(L, mo->floorspriteslope, META_SLOPE);
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break;
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case mobj_drawonlyforplayer:
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LUA_PushUserdata(L, mo->drawonlyforplayer, META_PLAYER);
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break;
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case mobj_dontdrawforviewmobj:
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if (mo->dontdrawforviewmobj && P_MobjWasRemoved(mo->dontdrawforviewmobj))
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{ // don't put invalid mobj back into Lua.
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P_SetTarget(&mo->dontdrawforviewmobj, NULL);
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return 0;
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}
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LUA_PushUserdata(L, mo->dontdrawforviewmobj, META_MOBJ);
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break;
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case mobj_touching_sectorlist:
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return UNIMPLEMENTED;
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case mobj_subsector:
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@ -551,6 +566,24 @@ static int mobj_set(lua_State *L)
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break;
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case mobj_floorspriteslope:
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return NOSET;
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case mobj_drawonlyforplayer:
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if (lua_isnil(L, 3))
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mo->drawonlyforplayer = NULL;
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else
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{
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player_t *drawonlyforplayer = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
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mo->drawonlyforplayer = drawonlyforplayer;
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}
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break;
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case mobj_dontdrawforviewmobj:
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if (lua_isnil(L, 3))
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P_SetTarget(&mo->dontdrawforviewmobj, NULL);
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else
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{
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mobj_t *dontdrawforviewmobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
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P_SetTarget(&mo->dontdrawforviewmobj, dontdrawforviewmobj);
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}
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break;
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case mobj_touching_sectorlist:
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return UNIMPLEMENTED;
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case mobj_subsector:
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@ -6882,6 +6882,7 @@ void P_RunOverlays(void)
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mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP);
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mo->scale = mo->destscale = mo->target->scale;
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mo->angle = (mo->target->player ? mo->target->player->drawangle : mo->target->angle) + mo->movedir;
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P_SetTarget(&mo->dontdrawforviewmobj, mo->target->dontdrawforviewmobj); // Hide the overlay from the view that its target is hidden from - But don't copy drawonlyforplayer!
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if (!(mo->state->frame & FF_ANIMATE))
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zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale);
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@ -7951,11 +7952,6 @@ static void P_MobjSceneryThink(mobj_t *mobj)
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return;
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}
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if (!camera.chase)
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mobj->flags2 |= MF2_DONTDRAW;
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else
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mobj->flags2 &= ~MF2_DONTDRAW;
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P_UnsetThingPosition(mobj);
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{
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fixed_t radius = FixedMul(10*mobj->info->speed, mobj->target->scale);
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@ -334,6 +334,8 @@ typedef struct mobj_s
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// Player and mobj sprites in multiplayer modes are modified
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// using an internal color lookup table for re-indexing.
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UINT16 color; // This replaces MF_TRANSLATION. Use 0 for default (no translation).
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struct player_s *drawonlyforplayer; // If set, hides the mobj for everyone except this player and their spectators
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struct mobj_s *dontdrawforviewmobj; // If set, hides the mobj if dontdrawforviewmobj is the current camera (first-person player or awayviewmobj)
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// Interaction info, by BLOCKMAP.
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// Links in blocks (if needed).
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@ -1576,7 +1576,9 @@ typedef enum
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MD2_SPRITEXOFFSET = 1<<20,
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MD2_SPRITEYOFFSET = 1<<21,
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MD2_FLOORSPRITESLOPE = 1<<22,
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MD2_DISPOFFSET = 1<<23
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MD2_DISPOFFSET = 1<<23,
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MD2_DRAWONLYFORPLAYER = 1<<24,
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MD2_DONTDRAWFORVIEWMOBJ = 1<<25
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} mobj_diff2_t;
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typedef enum
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@ -1811,6 +1813,10 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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|| (slope->normal.z != FRACUNIT))
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diff2 |= MD2_FLOORSPRITESLOPE;
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}
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if (mobj->drawonlyforplayer)
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diff2 |= MD2_DRAWONLYFORPLAYER;
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if (mobj->dontdrawforviewmobj)
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diff2 |= MD2_DONTDRAWFORVIEWMOBJ;
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if (mobj->dispoffset != mobj->info->dispoffset)
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diff2 |= MD2_DISPOFFSET;
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@ -1988,6 +1994,10 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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WRITEFIXED(save_p, slope->normal.y);
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WRITEFIXED(save_p, slope->normal.z);
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}
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if (diff2 & MD2_DRAWONLYFORPLAYER)
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WRITEUINT8(save_p, mobj->drawonlyforplayer-players);
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if (diff2 & MD2_DONTDRAWFORVIEWMOBJ)
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WRITEUINT32(save_p, mobj->dontdrawforviewmobj->mobjnum);
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if (diff2 & MD2_DISPOFFSET)
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WRITEINT32(save_p, mobj->dispoffset);
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@ -3044,6 +3054,10 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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slope->normal.y = READFIXED(save_p);
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slope->normal.z = READFIXED(save_p);
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}
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if (diff2 & MD2_DRAWONLYFORPLAYER)
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mobj->drawonlyforplayer = &players[READUINT8(save_p)];
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if (diff2 & MD2_DONTDRAWFORVIEWMOBJ)
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mobj->dontdrawforviewmobj = (mobj_t *)(size_t)READUINT32(save_p);
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if (diff2 & MD2_DISPOFFSET)
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mobj->dispoffset = READINT32(save_p);
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else
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@ -4063,6 +4077,13 @@ static void P_RelinkPointers(void)
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if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
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continue;
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if (mobj->dontdrawforviewmobj)
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{
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temp = (UINT32)(size_t)mobj->dontdrawforviewmobj;
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mobj->dontdrawforviewmobj = NULL;
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if (!P_SetTarget(&mobj->dontdrawforviewmobj, P_FindNewPosition(temp)))
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CONS_Debug(DBG_GAMELOGIC, "dontdrawforviewmobj not found on %d\n", mobj->type);
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}
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if (mobj->tracer)
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{
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temp = (UINT32)(size_t)mobj->tracer;
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118
src/p_user.c
118
src/p_user.c
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@ -398,6 +398,7 @@ void P_GiveFinishFlags(player_t *player)
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angle += FixedAngle(120*FRACUNIT);
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P_SetTarget(&flag->target, player->mo);
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P_SetTarget(&flag->dontdrawforviewmobj, player->mo); // Hide the flag in first-person
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}
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}
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@ -1840,6 +1841,7 @@ void P_SpawnShieldOrb(player_t *player)
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shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype);
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shieldobj->flags2 |= MF2_SHIELD;
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P_SetTarget(&shieldobj->target, player->mo);
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P_SetTarget(&shieldobj->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK)
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{
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shieldobj->color = SKINCOLOR_PINK;
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@ -1964,6 +1966,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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mobj_t *ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_GHOST);
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P_SetTarget(&ghost->target, mobj);
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P_SetTarget(&ghost->dontdrawforviewmobj, mobj); // Hide the ghost in first-person
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P_SetScale(ghost, mobj->scale);
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ghost->destscale = mobj->scale;
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@ -2009,6 +2012,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
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P_SetTarget(&ghost2->tracer, ghost);
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P_SetTarget(&ghost->tracer, ghost2);
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P_SetTarget(&ghost2->dontdrawforviewmobj, mobj); // Hide the follow-ghost for the non-follow object
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ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW);
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}
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@ -3123,39 +3127,41 @@ static void P_DoBubbleBreath(player_t *player)
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//
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static void P_DoPlayerHeadSigns(player_t *player)
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{
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mobj_t *sign = NULL;
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if (G_TagGametype())
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{
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// If you're "IT", show a big "IT" over your head for others to see.
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if (player->pflags & PF_TAGIT && !P_IsLocalPlayer(player))
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// If you're "IT", show a big "IT" over your head for others to see, including spectators
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// (and even yourself if you spectate someone else).
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if (player->pflags & PF_TAGIT && (!P_IsLocalPlayer(player) || consoleplayer != displayplayer || splitscreen))
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{
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mobj_t* it = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_TAG);
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it->x = player->mo->x;
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it->y = player->mo->y;
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it->z = player->mo->z;
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it->old_x = player->mo->old_x;
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it->old_y = player->mo->old_y;
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it->old_z = player->mo->old_z;
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sign = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_TAG);
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sign->x = player->mo->x;
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sign->y = player->mo->y;
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sign->z = player->mo->z;
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sign->old_x = player->mo->old_x;
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sign->old_y = player->mo->old_y;
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sign->old_z = player->mo->old_z;
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if (!(player->mo->eflags & MFE_VERTICALFLIP))
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{
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it->z += player->mo->height;
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it->old_z += player->mo->height;
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sign->z += player->mo->height;
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sign->old_z += player->mo->height;
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}
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else
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{
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it->z -= mobjinfo[MT_TAG].height;
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it->old_z -= mobjinfo[MT_TAG].height;
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sign->z -= mobjinfo[MT_TAG].height;
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sign->old_z -= mobjinfo[MT_TAG].height;
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}
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}
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}
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else if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) // If you have the flag (duh).
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{
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// Spawn a got-flag message over the head of the player that
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// has it (but not on your own screen if you have the flag).
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if (splitscreen || player != &players[consoleplayer])
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// Spawn a got-flag message over the head of the player that has it
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// (but not on your own screen if you have the flag, unless you're spectating).
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if (!P_IsLocalPlayer(player) || consoleplayer != displayplayer || splitscreen)
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{
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fixed_t zofs;
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mobj_t *sign;
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boolean player_is_flipped = (player->mo->eflags & MFE_VERTICALFLIP) > 0;
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zofs = player->mo->momz;
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@ -3187,6 +3193,43 @@ static void P_DoPlayerHeadSigns(player_t *player)
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sign->frame = 2|FF_FULLBRIGHT;
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}
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}
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if (!P_MobjWasRemoved(sign) && splitscreen) // Hide the sign from yourself in splitscreen - In single-screen, it wouldn't get spawned if it shouldn't be visible
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{
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if (player == &players[displayplayer])
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sign->drawonlyforplayer = &players[secondarydisplayplayer];
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else
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sign->drawonlyforplayer = &players[displayplayer];
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#ifdef QUADS
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if (splitscreen > 1) // Can be seen by at least two local views, so we need an extra copy of the sign
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{
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UINT32 signframe = sign->frame; // Copy the flag frame
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sign = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_TAG);
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if (P_MobjWasRemoved(sign))
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return;
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sign->frame = signframe;
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if (player == &players[displayplayer] || player == &players[secondarydisplayplayer])
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sign->drawonlyforplayer = &players[thirddisplayplayer];
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else
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sign->drawonlyforplayer = &players[secondarydisplayplayer];
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if (splitscreen > 2) // Can be seen by three local views
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{
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sign = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_TAG);
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if (P_MobjWasRemoved(sign))
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return;
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sign->frame = signframe;
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if (player != &players[fourthdisplayplayer])
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sign->drawonlyforplayer = &players[fourthdisplayplayer];
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else
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sign->drawonlyforplayer = &players[thirddisplayplayer];
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}
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}
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#endif
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}
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}
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//
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@ -4707,10 +4750,11 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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mobj_t *lockon = P_LookForEnemies(player, false, true);
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if (lockon)
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{
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if (P_IsLocalPlayer(player)) // Only display it on your own view.
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if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
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{
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mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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P_SetTarget(&visual->target, lockon);
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visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
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}
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}
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if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_SPINDOWN))
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@ -5054,7 +5098,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
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{
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if ((lockonshield = P_LookForEnemies(player, false, false)))
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{
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if (P_IsLocalPlayer(player)) // Only display it on your own view.
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if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
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{
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boolean dovis = true;
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if (lockonshield == lockonthok)
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@ -5068,6 +5112,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
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{
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visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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P_SetTarget(&visual->target, lockonshield);
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visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
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P_SetMobjStateNF(visual, visual->info->spawnstate+1);
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}
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}
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@ -5171,10 +5216,11 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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if ((player->charability == CA_HOMINGTHOK) && !player->homing && (player->pflags & PF_JUMPED) && (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY)) && (lockonthok = P_LookForEnemies(player, true, false)))
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{
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if (P_IsLocalPlayer(player)) // Only display it on your own view.
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if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
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{
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visual = P_SpawnMobj(lockonthok->x, lockonthok->y, lockonthok->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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P_SetTarget(&visual->target, lockonthok);
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visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -11084,17 +11130,30 @@ static void P_MinecartThink(player_t *player)
|
|||
|
||||
// Mark interpolation; the old positions need to be relative to the displacement from the minecart _after_ it's moved.
|
||||
// This isn't quite correct (it captures the landing wobble) but it works well enough
|
||||
// Additionally, hide other players' marks
|
||||
if (detleft)
|
||||
{
|
||||
if (P_IsLocalPlayer(player))
|
||||
{
|
||||
detleft->old_x = detleft->x - (minecart->old_x - minecart->old_x2);
|
||||
detleft->old_y = detleft->y - (minecart->old_y - minecart->old_y2);
|
||||
detleft->old_z = detleft->z - (minecart->old_z - minecart->old_z2);
|
||||
detleft->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
|
||||
}
|
||||
else // Don't see others' marks when spectating others
|
||||
P_RemoveMobj(detleft); // Lock-on markers are only spawned client-side, so this SHOULD be safe too...
|
||||
}
|
||||
if (detright)
|
||||
{
|
||||
if (P_IsLocalPlayer(player))
|
||||
{
|
||||
detright->old_x = detright->x - (minecart->old_x - minecart->old_x2);
|
||||
detright->old_y = detright->y - (minecart->old_y - minecart->old_y2);
|
||||
detright->old_z = detright->z - (minecart->old_z - minecart->old_z2);
|
||||
detright->drawonlyforplayer = player;
|
||||
}
|
||||
else
|
||||
P_RemoveMobj(detleft);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -11386,12 +11445,15 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
|
|||
|
||||
for (i = -1; i < 2; i += 2)
|
||||
{
|
||||
mobj_t *bubble;
|
||||
offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV);
|
||||
offsetV = i*P_ReturnThrustY(fume, fume->movedir, radiusV);
|
||||
x = mo->x + radiusX + FixedMul(offsetH, factorX);
|
||||
y = mo->y + radiusY + FixedMul(offsetH, factorY);
|
||||
z = mo->z + heightoffset + offsetV;
|
||||
P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)->scale = mo->scale >> 1;
|
||||
bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE);
|
||||
bubble->scale = mo->scale >> 1;
|
||||
P_SetTarget(&bubble->dontdrawforviewmobj, mo); // Hide the bubble in first-person
|
||||
}
|
||||
|
||||
fume->movefactor = 0;
|
||||
|
@ -11460,7 +11522,11 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
|
|||
|
||||
// If dashmode is high enough, spawn a trail
|
||||
if (player->normalspeed >= skins[player->skin].normalspeed*2)
|
||||
P_SpawnGhostMobj(fume);
|
||||
{
|
||||
mobj_t *ghost = P_SpawnGhostMobj(fume);
|
||||
if (!P_MobjWasRemoved(ghost))
|
||||
P_SetTarget(&ghost->dontdrawforviewmobj, mo); // Hide the trail in first-person
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -12104,14 +12170,6 @@ void P_PlayerThink(player_t *player)
|
|||
gmobj->tracer->frame |= tr_trans70<<FF_TRANSSHIFT;
|
||||
}
|
||||
}
|
||||
|
||||
// Hide the mobj from our sights if we're the displayplayer and chasecam is off,
|
||||
// or secondarydisplayplayer and chasecam2 is off.
|
||||
// Why not just not spawn the mobj? Well, I'd rather only flirt with
|
||||
// consistency so much...
|
||||
if ((player == &players[displayplayer] && !camera.chase)
|
||||
|| (splitscreen && player == &players[secondarydisplayplayer] && !camera2.chase))
|
||||
gmobj->flags2 |= MF2_DONTDRAW;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -3322,9 +3322,14 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
|
|||
boolean R_ThingVisible (mobj_t *thing)
|
||||
{
|
||||
return (!(
|
||||
thing->sprite == SPR_NULL ||
|
||||
( thing->flags2 & (MF2_DONTDRAW) ) ||
|
||||
(r_viewmobj && (thing == r_viewmobj || (r_viewmobj->player && r_viewmobj->player->followmobj == thing)))
|
||||
(thing->sprite == SPR_NULL) || // Don't draw null-sprites
|
||||
(thing->flags2 & MF2_DONTDRAW) || // Don't draw MF2_LINKDRAW objects
|
||||
(thing->drawonlyforplayer && thing->drawonlyforplayer != viewplayer) || // Don't draw other players' personal objects
|
||||
(r_viewmobj && (
|
||||
(r_viewmobj == thing) || // Don't draw first-person players or awayviewmobj objects
|
||||
(r_viewmobj->player && r_viewmobj->player->followmobj == thing) || // Don't draw first-person players' followmobj
|
||||
(r_viewmobj == thing->dontdrawforviewmobj) // Don't draw objects that are hidden for the current view
|
||||
))
|
||||
));
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue