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Prevent linkdraw sprites from connecting to shadows
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parent
48c1ce3ac3
commit
c46c92d605
2 changed files with 12 additions and 2 deletions
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@ -1122,6 +1122,8 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t tx, fix
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}
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}
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if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
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floordiff = abs(thing->z - floorz);
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trans = floordiff / (100*FRACUNIT) + 3;
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@ -1173,7 +1175,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t tx, fix
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shadow->sector = vis->sector;
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shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS);
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shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS);
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shadow->cut = SC_ISSCALED; //check this
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shadow->cut = SC_ISSCALED|SC_SHADOW; //check this
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shadow->startfrac = 0;
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@ -2069,6 +2071,9 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
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if (!(ds->cut & SC_LINKDRAW))
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continue;
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if (ds->cut & SC_SHADOW)
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continue;
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// reuse dsfirst...
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for (dsfirst = unsorted.prev; dsfirst != &unsorted; dsfirst = dsfirst->prev)
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{
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@ -2076,6 +2081,10 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
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if (dsfirst->cut & SC_LINKDRAW)
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continue;
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// don't connect to your shadow!
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if (dsfirst->cut & SC_SHADOW)
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continue;
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// don't connect if it's not the tracer
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if (dsfirst->mobj != ds->mobj)
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continue;
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@ -153,7 +153,8 @@ typedef enum
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SC_LINKDRAW = 1<<3,
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SC_FULLBRIGHT = 1<<4,
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SC_VFLIP = 1<<5,
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SC_ISSCALED = 1>>6,
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SC_ISSCALED = 1<<6,
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SC_SHADOW = 1<<7,
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// masks
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SC_CUTMASK = SC_TOP|SC_BOTTOM,
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SC_FLAGMASK = ~SC_CUTMASK
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