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Process ART animations on tspr->picnum early in all three renderers.
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer. git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 12 additions and 5 deletions
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@ -5537,12 +5537,16 @@ static void drawsprite_classic(int32_t snum)
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const int32_t spritenum = tspr->owner;
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const int32_t sectnum = tspr->sectnum;
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const sectortype *const sec = (sectnum>=0) ? §or[sectnum] : NULL;
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int32_t tilenum = tspr->picnum;
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int32_t tilenum;
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int32_t cstat = tspr->cstat;
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if ((unsigned)tilenum >= MAXTILES || sec==NULL)
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if ((unsigned)tspr->picnum >= MAXTILES || sec==NULL)
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return;
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DO_TILE_ANIM(tspr->picnum, spritenum+32768);
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tilenum = tspr->picnum;
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if ((cstat&48)==48)
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vtilenum = tilenum; // if the game wants voxels, it gets voxels
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else if (usevoxels && tiletovox[tilenum] != -1
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@ -5559,7 +5563,6 @@ static void drawsprite_classic(int32_t snum)
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{
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if (spritenum < 0 || tilesizx[tilenum] <= 0 || tilesizy[tilenum] <= 0)
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return;
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DO_TILE_ANIM(tilenum, spritenum+32768);
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}
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if (tspr->xrepeat <= 0 || tspr->yrepeat <= 0)
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@ -1350,6 +1350,8 @@ void polymer_drawsprite(int32_t snum)
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if ((tspr->cstat & 16384) && (!depth || mirrors[depth-1].plane))
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return;
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DO_TILE_ANIM(tspr->picnum, tspr->owner+32768);
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calc_and_apply_fog(tspr->shade, sector[tspr->sectnum].visibility,
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sector[tspr->sectnum].floorpal);
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@ -4889,16 +4889,18 @@ void polymost_drawsprite(int32_t snum)
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tspr = tspriteptr[snum];
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if (tspr->owner < 0 || tspr->picnum < 0 || tspr->picnum >= MAXTILES) return;
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spritenum = tspr->owner;
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DO_TILE_ANIM(tspr->picnum, spritenum+32768);
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globalpicnum = tspr->picnum;
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globalshade = tspr->shade;
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globalpal = tspr->pal;
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globalorientation = tspr->cstat;
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spritenum = tspr->owner;
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if ((globalorientation&48) != 48) // only non-voxel sprites should do this
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{
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int32_t flag;
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DO_TILE_ANIM(globalpicnum, spritenum+32768);
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flag = usehightile && h_xsize[globalpicnum];
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xoff = (int32_t)tspr->xoffset;
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yoff = (int32_t)tspr->yoffset;
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