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Fix player 1 and player 2 affecting whether the other can see skyboxes or not
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3 changed files with 16 additions and 1 deletions
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@ -2838,7 +2838,7 @@ boolean P_SetupLevel(boolean skipprecip)
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savedata.lives = 0;
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}
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skyVisible = true; // assume the skybox is visible on level load.
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skyVisible = skyVisible1 = skyVisible2 = true; // assume the skybox is visible on level load.
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if (loadprecip) // uglier hack
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{ // to make a newly loaded level start on the second frame.
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INT32 buf = gametic % BACKUPTICS;
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14
src/r_main.c
14
src/r_main.c
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@ -67,6 +67,7 @@ fixed_t viewx, viewy, viewz;
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angle_t viewangle, aimingangle;
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fixed_t viewcos, viewsin;
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boolean viewsky, skyVisible;
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boolean skyVisible1, skyVisible2; // saved values of skyVisible for P1 and P2, for splitscreen
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sector_t *viewsector;
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player_t *viewplayer;
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@ -1301,6 +1302,12 @@ void R_RenderPlayerView(player_t *player)
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V_DrawFill(0, 0, vid.width, vid.height, 128+(timeinmap&15));
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}
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// load previous saved value of skyVisible for the player
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if (splitscreen && player == &players[secondarydisplayplayer])
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skyVisible = skyVisible2;
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else
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skyVisible = skyVisible1;
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portalrender = 0;
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portal_base = portal_cap = NULL;
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@ -1398,6 +1405,13 @@ void R_RenderPlayerView(player_t *player)
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// Check for new console commands.
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NetUpdate();
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// save value to skyVisible1 or skyVisible2
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// this is so that P1 can't affect whether P2 can see a skybox or not, or vice versa
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if (splitscreen && player == &players[secondarydisplayplayer])
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skyVisible2 = skyVisible;
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else
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skyVisible1 = skyVisible;
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}
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// =========================================================================
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@ -85,6 +85,7 @@ extern side_t *sides;
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extern fixed_t viewx, viewy, viewz;
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extern angle_t viewangle, aimingangle;
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extern boolean viewsky, skyVisible;
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extern boolean skyVisible1, skyVisible2; // saved values of skyVisible for P1 and P2, for splitscreen
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extern sector_t *viewsector;
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extern player_t *viewplayer;
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extern UINT8 portalrender;
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