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- fixed sprting of non-translucent sprites.
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fe0581ed97
commit
415dc5246d
9 changed files with 8 additions and 12 deletions
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@ -353,7 +353,7 @@ DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail)
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InsertActorSect(actor, sector, tail);
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Numsprites++;
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actor->spr.time = leveltimer++;
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actor->time = leveltimer++;
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return actor;
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}
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@ -608,7 +608,7 @@ void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
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auto A = *(DCoreActor**)a;
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auto B = *(DCoreActor**)b;
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if (A->spr.pos.Z != B->spr.pos.Z) return B->spr.pos.Z - A->spr.pos.Z;
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return A->spr.time - B->spr.time; // ensures stable sort.
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return A->time - B->time; // ensures stable sort.
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});
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vertices.Resize(4);
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@ -21,6 +21,7 @@ public:
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spritesmooth_t spsmooth;
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vec3_t opos;
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int time;
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int16_t oang;
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DCoreActor() = default;
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@ -42,7 +43,7 @@ public:
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int GetIndex() const
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{
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// This is only identical with the sprite index for items spawned at map start.
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return spr.time;
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return time;
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}
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int32_t interpolatedx(double const smoothratio, int const scale = 16)
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@ -434,7 +434,7 @@ tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreAct
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tspr->lotag = actor->spr.lotag;
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tspr->hitag = actor->spr.hitag;
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tspr->extra = actor->spr.extra;
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tspr->time = actor->spr.time;
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tspr->time = actor->time;
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tspr->ownerActor = actor;
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// need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'.
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@ -447,9 +447,6 @@ struct spritetypebase
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uint8_t yrepeat;
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int8_t xoffset;
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int8_t yoffset;
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// extensions not from the binary map format.
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int time;
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};
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@ -470,6 +467,7 @@ struct spritetype : public spritetypebase
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struct tspritetype : public spritetypebase
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{
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DCoreActor* ownerActor;
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int time;
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};
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extern TArray<sectortype> sector;
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@ -688,7 +688,7 @@ inline int HWDrawList::CompareSprites(SortNode * a,SortNode * b)
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if (s1->depth < s2->depth) return 1;
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if (s1->depth > s2->depth) return -1;
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return s1->Sprite->time - s2->Sprite->time;
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return s2->Sprite->time - s1->Sprite->time;
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}
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//==========================================================================
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@ -470,7 +470,6 @@ FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritet
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("detail", c.detail, def->detail)
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("time", c.time, def->time)
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("cstat2", c.cstat2, def->cstat2)
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.EndObject();
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}
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@ -674,6 +673,7 @@ void DCoreActor::Serialize(FSerializer& arc)
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("prevsect", prevSect)
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("nextsect", nextSect)
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("sprite", spr)
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("time", time)
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("spriteext", sprext);
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if (arc.isReading()) spsmooth = {};
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@ -501,7 +501,6 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int*
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pSprite->detail = load.detail;
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pSprite->shade = load.shade;
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pSprite->blend = 0;
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pSprite->time = i;
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validateSprite(*pSprite, secno, i);
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if (pSprite->extra > 0)
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@ -925,9 +925,7 @@ bool ActorTestSpawn(DSWActor* actor)
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if (actor->spr.statnum == STAT_DEFAULT && actor->spr.lotag == TAG_SPAWN_ACTOR)
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{
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auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
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int t = actorNew->spr.time; // must be preserved!
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actorNew->spr = actor->spr;
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actorNew->spr.time = t;
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change_actor_stat(actorNew, STAT_SPAWN_TRIGGER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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return false;
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