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Render skybox from proper place for cutaway view
(Disclaimer: I don't know C at all)
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1 changed files with 48 additions and 1 deletions
49
src/r_main.c
49
src/r_main.c
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@ -798,7 +798,54 @@ void R_SkyboxFrame(player_t *player)
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if (mapheaderinfo[gamemap-1])
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{
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mapheader_t *mh = mapheaderinfo[gamemap-1];
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if (thiscam->chase)
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if (player->awayviewtics)
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{
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if (skyboxmo[1])
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{
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fixed_t x = 0, y = 0;
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if (mh->skybox_scalex > 0)
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x = (player->awayviewmobj->x - skyboxmo[1]->x) / mh->skybox_scalex;
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else if (mh->skybox_scalex < 0)
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x = (player->awayviewmobj->x - skyboxmo[1]->x) * -mh->skybox_scalex;
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if (mh->skybox_scaley > 0)
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y = (player->awayviewmobj->y - skyboxmo[1]->y) / mh->skybox_scaley;
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else if (mh->skybox_scaley < 0)
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y = (player->awayviewmobj->y - skyboxmo[1]->y) * -mh->skybox_scaley;
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if (viewmobj->angle == 0)
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{
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viewx += x;
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viewy += y;
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}
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else if (viewmobj->angle == ANGLE_90)
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{
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viewx -= y;
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viewy += x;
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}
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else if (viewmobj->angle == ANGLE_180)
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{
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viewx -= x;
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viewy -= y;
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}
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else if (viewmobj->angle == ANGLE_270)
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{
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viewx += y;
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viewy -= x;
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}
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else
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{
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angle_t ang = viewmobj->angle>>ANGLETOFINESHIFT;
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viewx += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
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viewy += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
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}
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}
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if (mh->skybox_scalez > 0)
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viewz += player->awayviewmobj->z / mh->skybox_scalez;
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else if (mh->skybox_scalez < 0)
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viewz += player->awayviewmobj->z * -mh->skybox_scalez;
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}
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else if (thiscam->chase)
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{
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if (skyboxmo[1])
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{
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