mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-20 08:00:56 +00:00
- simplified SW's mirror setup a bit to take advantage of Raze's in-engine mirror handling.
We only need one label texture and no special treatment of the backsector.
This commit is contained in:
parent
9d62951cf3
commit
4ea252c227
4 changed files with 5 additions and 7 deletions
|
@ -1138,7 +1138,7 @@ void UpdateWallPortalState()
|
|||
continue;
|
||||
}
|
||||
walltype* wal = mirror[i].mirrorWall;
|
||||
if (wal->wallpicnum != MIRRORLABEL + i)
|
||||
if (wal->wallpicnum != MIRRORLABEL)
|
||||
{
|
||||
wal->portalflags = 0;
|
||||
continue;
|
||||
|
|
|
@ -234,9 +234,9 @@ enum
|
|||
void GameInterface::SetupSpecialTextures(TilesetBuildInfo& info)
|
||||
{
|
||||
info.Delete(MIRROR); // mirror
|
||||
info.Delete(MIRRORLABEL);
|
||||
for (int i = 0; i < MAXMIRRORS; i++)
|
||||
{
|
||||
info.Delete(i + MIRRORLABEL);
|
||||
info.MakeCanvas(CAMSPRITE + i, 128, 114);
|
||||
}
|
||||
// make these two unique, they are empty by default.
|
||||
|
|
|
@ -283,10 +283,8 @@ void JS_InitMirrors(void)
|
|||
continue;
|
||||
}
|
||||
|
||||
wal.overpicnum = MIRRORLABEL + mirrorcnt;
|
||||
wal.wallpicnum = MIRRORLABEL + mirrorcnt;
|
||||
sec->ceilingpicnum = MIRRORLABEL + mirrorcnt;
|
||||
sec->floorpicnum = MIRRORLABEL + mirrorcnt;
|
||||
wal.overpicnum = MIRRORLABEL;
|
||||
wal.wallpicnum = MIRRORLABEL;
|
||||
sec->floorstat |= CSTAT_SECTOR_SKY;
|
||||
mirror[mirrorcnt].mirrorWall = &wal;
|
||||
mirror[mirrorcnt].mirrorSector = sec;
|
||||
|
|
|
@ -2059,7 +2059,7 @@ void CallbackSOsink(ANIM* ap, void *data)
|
|||
|
||||
ASSERT(destsect != nullptr);
|
||||
|
||||
destsect->floorpicnum = srcsect->floorpicnum;
|
||||
destsect->setfloortexture(srcsect->floortexture());
|
||||
destsect->floorshade = srcsect->floorshade;
|
||||
|
||||
destsect->floorstat &= ~(CSTAT_SECTOR_ALIGN);
|
||||
|
|
Loading…
Reference in a new issue