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Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
I cleaned up some of Sryder's changes a little too I guess
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459d8064ee
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1 changed files with 22 additions and 25 deletions
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@ -5122,15 +5122,26 @@ static void HWR_ProjectSprite(mobj_t *thing)
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I_Error("sprframes NULL for sprite %d\n", thing->sprite);
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#endif
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if (sprframe->rotate != SRF_SINGLE || papersprite)
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if (papersprite)
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{
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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if (papersprite)
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// Use the actual view angle, rather than the angle formed
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// between the view point and the thing
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// this makes sure paper sprites always appear at the right angle!
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// Note: DO NOT do this in software mode version, it actually
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// makes papersprites look WORSE there (I know, I've tried)
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// Monster Iestyn - 13/05/17
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ang = dup_viewangle - thing->angle;
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ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
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ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
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if (ang_scale < 0)
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{
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ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
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ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
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ang_scale = -ang_scale;
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ang_scalez = -ang_scalez;
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}
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}
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else if (sprframe->rotate != SRF_SINGLE)
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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if (sprframe->rotate == SRF_SINGLE)
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{
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@ -5163,16 +5174,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
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else
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offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale;
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if (ang_scale < 0)
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{
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z1 = tz + offset * ang_scalez;
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tx += offset * ang_scale;
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}
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else
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{
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z1 = tz - offset * ang_scalez;
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tx -= offset * ang_scale;
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}
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z1 = tz - (offset * ang_scalez);
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tx -= offset * ang_scale;
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// project x
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x1 = gr_windowcenterx + (tx * gr_centerx / tz);
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@ -5184,16 +5187,10 @@ static void HWR_ProjectSprite(mobj_t *thing)
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x1 = tx;
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offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
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if (ang_scale < 0)
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{
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z2 = z1 - offset * ang_scalez;
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tx -= offset * ang_scale;
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}
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else
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{
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z2 = z1 + offset * ang_scalez;
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tx += offset * ang_scale;
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}
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z2 = z1 + (offset * ang_scalez);
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tx += offset * ang_scale;
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if (papersprite && max(z1, z2) < ZCLIP_PLANE)
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return;
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