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https://git.do.srb2.org/STJr/SRB2.git
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Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
This commit is contained in:
parent
4a8dd8031e
commit
529f5af614
2 changed files with 3 additions and 48 deletions
26
src/p_mobj.c
26
src/p_mobj.c
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@ -5761,8 +5761,6 @@ static void P_NightsItemChase(mobj_t *thing)
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static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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{
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fixed_t destx, desty;
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if (!thing->target || thing->target->health <= 0 || !thing->target->player
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|| (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super]
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|| thing->target->player->powers[pw_invulnerability] > 1)
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@ -5787,26 +5785,6 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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return false;
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}
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if (!splitscreen && rendermode != render_soft)
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{
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angle_t viewingangle;
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if (players[displayplayer].awayviewtics)
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viewingangle = R_PointToAngle2(thing->target->x, thing->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y);
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else if (!camera.chase && players[displayplayer].mo)
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viewingangle = R_PointToAngle2(thing->target->x, thing->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y);
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else
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viewingangle = R_PointToAngle2(thing->target->x, thing->target->y, camera.x, camera.y);
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destx = thing->target->x + P_ReturnThrustX(thing->target, viewingangle, FixedMul(FRACUNIT, thing->scale));
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desty = thing->target->y + P_ReturnThrustY(thing->target, viewingangle, FixedMul(FRACUNIT, thing->scale));
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}
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else
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{
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destx = thing->target->x;
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desty = thing->target->y;
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}
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if (shield == SH_FORCE && thing->movecount != (thing->target->player->powers[pw_shield] & 0xFF))
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{
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thing->movecount = (thing->target->player->powers[pw_shield] & 0xFF);
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@ -5831,8 +5809,8 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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P_SetScale(thing, thing->target->scale);
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P_UnsetThingPosition(thing);
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thing->x = destx;
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thing->y = desty;
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thing->x = thing->target->x;
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thing->y = thing->target->y;
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if (thing->eflags & MFE_VERTICALFLIP)
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thing->z = thing->target->z + thing->target->height - thing->height + FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT) - FixedMul(2*FRACUNIT, thing->target->scale);
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else
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25
src/p_user.c
25
src/p_user.c
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@ -2120,30 +2120,7 @@ static void P_CheckInvincibilityTimer(player_t *player)
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player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
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else if (leveltime % (TICRATE/7) == 0)
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{
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fixed_t destx, desty;
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mobj_t *sparkle;
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if (!splitscreen && rendermode != render_soft)
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{
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angle_t viewingangle;
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if (players[displayplayer].awayviewtics)
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viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y);
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else if (!camera.chase && players[displayplayer].mo)
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viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, players[displayplayer].mo->x, players[displayplayer].mo->y);
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else
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viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, camera.x, camera.y);
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destx = player->mo->x + P_ReturnThrustX(player->mo, viewingangle, FixedMul(FRACUNIT, player->mo->scale));
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desty = player->mo->y + P_ReturnThrustY(player->mo, viewingangle, FixedMul(FRACUNIT, player->mo->scale));
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}
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else
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{
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destx = player->mo->x;
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desty = player->mo->y;
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}
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sparkle = P_SpawnMobj(destx, desty, player->mo->z, MT_IVSP);
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mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
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sparkle->destscale = player->mo->scale;
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P_SetScale(sparkle, player->mo->scale);
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}
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