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- camera display fix.
This is one fucked up mess of code.
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parent
2e78c08856
commit
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3 changed files with 9 additions and 6 deletions
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@ -1713,6 +1713,7 @@ void checksectors_d(int snum)
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sprite[neartagsprite].owner = i;
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sprite[neartagsprite].owner = i;
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sprite[neartagsprite].yvel = 1;
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sprite[neartagsprite].yvel = 1;
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camsprite = neartagsprite;
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j = p->cursectnum;
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j = p->cursectnum;
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@ -1303,8 +1303,8 @@ int GameInterface::app_main()
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if (RR)
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if (RR)
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tileDelete(0);
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tileDelete(0);
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if (RRRA)
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tileDelete(13);
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tileDelete(13);
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if (numplayers == 1 && boardfilename[0] != 0)
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if (numplayers == 1 && boardfilename[0] != 0)
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{
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{
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@ -37,7 +37,7 @@ void G_AnimateCamSprite(int smoothRatio)
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if (g_curViewscreen < 0)
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if (g_curViewscreen < 0)
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return;
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return;
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int const spriteNum = g_curViewscreen;
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int spriteNum = g_curViewscreen;
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if (totalclock >= T1(spriteNum) + ud.camera_time)
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if (totalclock >= T1(spriteNum) + ud.camera_time)
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{
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{
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@ -46,11 +46,13 @@ void G_AnimateCamSprite(int smoothRatio)
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if (pPlayer->newowner >= 0)
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if (pPlayer->newowner >= 0)
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OW(spriteNum) = pPlayer->newowner;
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OW(spriteNum) = pPlayer->newowner;
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if (OW(spriteNum) >= 0 && dist(&sprite[pPlayer->i], &sprite[spriteNum]) < VIEWSCREEN_ACTIVE_DISTANCE)
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if (OW(spriteNum) >= 0 && dist(&sprite[pPlayer->i], &sprite[spriteNum]) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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{
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TileFiles.MakeCanvas(TILE_VIEWSCR, tilesiz[PN(spriteNum)].x, tilesiz[PN(spriteNum)].y);
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TileFiles.MakeCanvas(TILE_VIEWSCR, tilesiz[PN(spriteNum)].x, tilesiz[PN(spriteNum)].y);
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vec3_t const camera = G_GetCameraPosition(spriteNum, smoothRatio);
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vec3_t const camera = G_GetCameraPosition(OW(spriteNum), smoothRatio);
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int ang = SA(OW(spriteNum));
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int const saveMirror = display_mirror;
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int const saveMirror = display_mirror;
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auto canvas = renderSetTarget(TILE_VIEWSCR);
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auto canvas = renderSetTarget(TILE_VIEWSCR);
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@ -59,10 +61,10 @@ void G_AnimateCamSprite(int smoothRatio)
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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{
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yax_preparedrawrooms();
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yax_preparedrawrooms();
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drawrooms(camera.x, camera.y, camera.z, SA(spriteNum), 100 + sprite[spriteNum].shade, SECT(spriteNum));
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drawrooms(camera.x, camera.y, camera.z, ang, 100 + sprite[OW(spriteNum)].shade, SECT(OW(spriteNum)));
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display_mirror = 3;
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display_mirror = 3;
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fi.animatesprites(camera.x, camera.y, SA(spriteNum), smoothRatio);
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fi.animatesprites(camera.x, camera.y, ang, smoothRatio);
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display_mirror = saveMirror;
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display_mirror = saveMirror;
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renderDrawMasks();
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renderDrawMasks();
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