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Refactor shadow scale into an argument
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1 changed files with 7 additions and 8 deletions
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@ -1209,7 +1209,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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return floorz;
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}
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static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t tx, fixed_t tz)
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static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
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{
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vissprite_t *shadow;
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patch_t *patch;
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@ -1229,11 +1229,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t tx, fix
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trans = floordiff / (100*FRACUNIT) + 3;
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if (trans >= 9) return;
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scalemul = FRACUNIT - floordiff/640;
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//@TODO make this configurable instead of hardcoding to the ring
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if (thing->type == MT_RING)
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scalemul = scalemul*2/3;
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scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
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patch = W_CachePatchNum(sprites[SPR_THOK].spriteframes[0].lumppat[0], PU_CACHE);
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xscale = FixedDiv(projection, tz);
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@ -1887,7 +1883,7 @@ static void R_ProjectSprite(mobj_t *thing)
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if (thing->subsector->sector->numlights)
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R_SplitSprite(vis);
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// temporary: whitelist. eventually: MF/2/E flag?
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///@TODO temporary: whitelist. eventually: MF/2/E flag?
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if ((
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oldthing->type == MT_PLAYER ||
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(oldthing->state - states) == S_RING ||
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@ -1896,7 +1892,10 @@ static void R_ProjectSprite(mobj_t *thing)
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oldthing->type == MT_EGGMOBILE4_MACE ||
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(oldthing->type >= MT_SMALLMACE && oldthing->type <= MT_REDSPRINGBALL) // .W.
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) && !papersprite)
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R_ProjectDropShadow(oldthing, vis, basetx, tz);
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R_ProjectDropShadow(oldthing, vis,
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///@TODO make this scale configurable!
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((oldthing->state - states) == S_RING) ? 2*FRACUNIT/3 : FRACUNIT,
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basetx, tz);
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// Debug
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++objectsdrawn;
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