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https://github.com/DrBeef/Raze.git
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- replaced all remaining uses of tilesiz[].y
This commit is contained in:
parent
35f3de64f7
commit
d60bc8be9f
25 changed files with 49 additions and 48 deletions
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@ -1198,7 +1198,7 @@ static void sortsprites(int const start, int const end)
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if ((s->cstat&48) != 32)
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{
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int32_t yoff = tileTopOffset(s->picnum) + s->yoffset;
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int32_t yspan = (tilesiz[s->picnum].y*s->yrepeat<<2);
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int32_t yspan = (tileHeight(s->picnum) * s->yrepeat << 2);
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spritesxyz[k].z -= (yoff*s->yrepeat)<<2;
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@ -1260,7 +1260,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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const int32_t owner = tspr->owner;
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const spriteext_t *const sext = &spriteext[((unsigned)owner < MAXSPRITES+MAXUNIQHUDID) ? owner : MAXSPRITES+MAXUNIQHUDID-1];
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const uint8_t lpal = ((unsigned)owner < MAXSPRITES) ? sprite[tspr->owner].pal : tspr->pal;
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const int32_t sizyrep = tilesiz[tspr->picnum].y*tspr->yrepeat;
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const int32_t sizyrep = tileHeight(tspr->picnum) * tspr->yrepeat;
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polymost_outputGLDebugMessage(3, "polymost_md3draw(m:%p, tspr:%p)", m, tspr);
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// if ((tspr->cstat&48) == 32) return 0;
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@ -148,7 +148,7 @@ void IgniteSprite(int nSprite)
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sprite[nAnimSprite].hitag = nSprite;
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changespritestat(nAnimSprite, kStatIgnited);
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short yRepeat = (tilesiz[sprite[nAnimSprite].picnum].y * 32) / nFlameHeight;
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short yRepeat = (tileHeight(sprite[nAnimSprite].picnum) * 32) / nFlameHeight;
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if (yRepeat < 1)
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yRepeat = 1;
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@ -240,7 +240,7 @@ void DrawClock()
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while (nVal)
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{
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int v2 = nVal & 0xF;
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int yPos = 32 - tilesiz[v2 + kClockSymbol1].y / 2;
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int yPos = 32 - tileHeight(v2 + kClockSymbol1) / 2;
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CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tilesiz[v2 + kClockSymbol1].x / 2, yPos);
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@ -570,7 +570,7 @@ void mydeletesprite(int nSprite)
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void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos)
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{
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int nOffs = tilesiz[nDestTile].y * xPos;
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int nOffs = tileHeight(nDestTile) * xPos;
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auto pixels = TileFiles.tileMakeWritable(nDestTile);
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uint8_t *pDest = pixels + nOffs + yPos;
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@ -578,8 +578,8 @@ void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos)
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tileLoad(nSrcTile);
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int destYSize = tilesiz[nDestTile].y;
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int srcYSize = tilesiz[nSrcTile].y;
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int destYSize = tileHeight(nDestTile);
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int srcYSize = tileHeight(nSrcTile);
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const uint8_t *pSrc = tilePtr(nSrcTile);
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@ -631,7 +631,7 @@ void AddFlow(int nSprite, int nSpeed, int b)
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short nAngle = sprite[nSprite].ang;
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sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x << 14) - 1;
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sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y << 14) - 1;
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sFlowInfo[nFlow].field_18 = (tileHeight(nPic) << 14) - 1;
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sFlowInfo[nFlow].field_C = -bcos(nAngle) * nSpeed;
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sFlowInfo[nFlow].field_10 = bsin(nAngle) * nSpeed;
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}
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@ -650,7 +650,7 @@ void AddFlow(int nSprite, int nSpeed, int b)
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short nPic = wall[var_18].picnum;
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sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x * wall[var_18].xrepeat) << 8;
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sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y * wall[var_18].yrepeat) << 8;
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sFlowInfo[nFlow].field_18 = (tileHeight(nPic) * wall[var_18].yrepeat) << 8;
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sFlowInfo[nFlow].field_C = -bcos(nAngle) * nSpeed;
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sFlowInfo[nFlow].field_10 = bsin(nAngle) * nSpeed;
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}
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@ -500,7 +500,7 @@ int movespritez(short nSprite, int z, int height, int, int clipdist)
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int GetSpriteHeight(int nSprite)
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{
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return tilesiz[sprite[nSprite].picnum].y * sprite[nSprite].yrepeat * 4;
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return tileHeight(sprite[nSprite].picnum) * sprite[nSprite].yrepeat * 4;
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}
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int movesprite(short nSprite, int dx, int dy, int dz, int, int flordist, unsigned int clipmask)
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@ -1184,7 +1184,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
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}
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else
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{
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int nHeight = tilesiz[sprite[nSprite2].picnum].y * sprite[nSprite2].yrepeat * 2;
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int nHeight = tileHeight(sprite[nSprite2].picnum) * sprite[nSprite2].yrepeat * 2;
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int nMyAngle = GetMyAngle(sprite[nSprite2].x - sprite[nSprite].x, sprite[nSprite2].y - sprite[nSprite].y);
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@ -243,7 +243,7 @@ void InitPlayerInventory(short nPlayer)
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auto pixels = tilePtr(kTile3571 + nPlayer);
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nPlayerColor[nPlayer] = pixels[tilesiz[nPlayer + kTile3571].x * tilesiz[nPlayer + kTile3571].y / 2];
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nPlayerColor[nPlayer] = pixels[tilesiz[nPlayer + kTile3571].x * tileHeight(nPlayer + kTile3571) / 2];
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}
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// done
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@ -244,7 +244,7 @@ int QueenAngleChase(short nSprite, short nSprite2, int val1, int val2)
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else
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{
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spritetype *pSprite2 = &sprite[nSprite2];
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int nTileY = (tilesiz[pSprite2->picnum].y * pSprite2->yrepeat) * 2;
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int nTileY = (tileHeight(pSprite2->picnum) * pSprite2->yrepeat) * 2;
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int nMyAngle = GetMyAngle(pSprite2->x - pSprite->x, pSprite2->y - pSprite->y);
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@ -277,7 +277,7 @@ void DoSpiritHead()
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int srctile = nMouthTile + 598;
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auto src = tilePtr(srctile);
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int sizx = tilesiz[srctile].x;
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int sizy = tilesiz[srctile].y;
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int sizy = tileHeight(srctile);
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int workptr = 212 * (97 - sizx / 2) + 159 - sizy;
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int srcptr = 0;
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while (sizx > 0)
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@ -335,7 +335,7 @@ void seq_LoadSequences()
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nShadowPic = seq_GetFirstSeqPicnum(kSeqShadow);
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nShadowWidth = tilesiz[nShadowPic].x;
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nFlameHeight = tilesiz[seq_GetFirstSeqPicnum(kSeqFirePoof)].y;
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nFlameHeight = tileHeight(seq_GetFirstSeqPicnum(kSeqFirePoof));
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nBackgroundPic = seq_GetFirstSeqPicnum(kSeqBackgrnd);
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@ -225,7 +225,7 @@ void FuncSpider(int a, int nDamage, int nRun)
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if (sprite[nSprite].cstat & 8)
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{
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sprite[nSprite].zvel = 0;
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sprite[nSprite].z = sector[nSector].ceilingz + (tilesiz[sprite[nSprite].picnum].y << 5);
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sprite[nSprite].z = sector[nSector].ceilingz + (tileHeight(sprite[nSprite].picnum) << 5);
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if (sector[nSector].ceilingstat & 1)
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{
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@ -124,7 +124,7 @@ void InitStatus()
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nMagicFrame = 0;
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nHealthLevel = 0;
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nMagicLevel = 0;
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nMeterRange = tilesiz[nPicNum].y;
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nMeterRange = tileHeight(nPicNum);
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magicperline = 1000 / nMeterRange;
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healthperline = 800 / nMeterRange;
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nAirFrames = SeqSize[nStatusSeqOffset + 133];
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@ -2086,7 +2086,7 @@ static void rrra_specialstats()
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{
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s->xrepeat >>= 1;
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s->yrepeat >>= 1;
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s->clipdist = mulscale7(s->xrepeat, tilesiz[s->picnum].y);
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s->clipdist = mulscale7(s->xrepeat, tileHeight(s->picnum));
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}
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break;
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}
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@ -381,8 +381,8 @@ int startrts(int lumpNum, int localPlayer)
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ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
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{
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// todo: factor in the frag bar: tilesiz[TILE_FRAGBAR].y
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int sbar = tilesiz[TILE_BOTTOMSTATUSBAR].y;
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// todo: factor in the frag bar: tileHeight(TILE_FRAGBAR)
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int sbar = tileHeight(TILE_BOTTOMSTATUSBAR);
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if (isRR())
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{
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sbar >>= 1;
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@ -1740,7 +1740,7 @@ int ParseState::parse(void)
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insptr++;
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if ((g_sp->picnum == TILE_APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tilesiz[g_sp->picnum].y + 8)) << 2) < (g_ac->floorz - g_ac->ceilingz))
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if ((g_sp->picnum == TILE_APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tileHeight(g_sp->picnum) + 8)) << 2) < (g_ac->floorz - g_ac->ceilingz))
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{
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j = ((*insptr) - g_sp->yrepeat) << 1;
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if (abs(j)) g_sp->yrepeat += ksgn(j);
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@ -197,8 +197,9 @@ void displaymasks_d(int snum, double)
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if (ps[snum].scuba_on)
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{
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hud_drawsprite(44, (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 16);
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hud_drawsprite((320 - 43), (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
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int y = 200 - tileHeight(SCUBAMASK);
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hud_drawsprite(44, y, 65536, 0, SCUBAMASK, 0, p, 2 + 16);
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hud_drawsprite((320 - 43), y, 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
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}
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}
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@ -80,9 +80,9 @@ void displaymasks_r(int snum, double smoothratio)
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// to get the proper clock value with regards to interpolation we have add a smoothratio based offset to the value.
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double interpclock = ud.levelclock + (TICSPERFRAME/65536.) * smoothratio;
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int pin = RS_STRETCH;
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hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
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hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
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hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
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hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tileHeight(SCUBAMASK) >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
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hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
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hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
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hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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hud_drawsprite(285, 200, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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}
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@ -1038,7 +1038,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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sa = s->ang;
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sx = s->x;
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sy = s->y;
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sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
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sz = s->z - (s->yrepeat * tileHeight(s->picnum) << 1) + (4 << 8);
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if (s->picnum != ROTATEGUN)
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{
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sz -= (7 << 8);
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@ -858,7 +858,7 @@ void shoot_r(DDukeActor* actor, int atwith)
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sa = s->ang;
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sx = s->x;
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sy = s->y;
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sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8);
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sz = s->z - ((s->yrepeat * tileHeight(s->picnum)) << 1) + (4 << 8);
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sz -= (7 << 8);
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if (badguy(s))
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{
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@ -67,7 +67,7 @@ public:
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digiFont = Create<DHUDFont>(DigiFont, 1, Off, 1, 1 );
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// optionally draw at the top of the screen.
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SetSize(tilesiz[TILE_BOTTOMSTATUSBAR].y);
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SetSize(tileHeight(TILE_BOTTOMSTATUSBAR));
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scale = 1;
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ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, RPGAMMO, HBOMBAMMO, CRYSTALAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, FREEZEAMMO + 1, HBOMBAMMO, GROWAMMO, FLAMETHROWERAMMO + 1 };
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@ -283,13 +283,13 @@ public:
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{
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DrawInventory(p, 0, -46, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD1(p, snum);
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PrintLevelStats(tilesiz[BIGALPHANUM].y +10);
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PrintLevelStats(tileHeight(BIGALPHANUM) +10);
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}
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else if (style == 2)
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{
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DrawInventory(p, (ud.multimode > 1) ? 56 : 65, -28, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD2(p);
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PrintLevelStats(tilesiz[HEALTHBOX].y + 4);
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PrintLevelStats(tileHeight(HEALTHBOX) + 4);
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}
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else
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{
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void Statusbar(int snum)
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{
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auto p = &ps[snum];
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int h = tilesiz[BOTTOMSTATUSBAR].y;
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int h = tileHeight(BOTTOMSTATUSBAR);
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int top = 200 - h;
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int left = (320 - tilesiz[BOTTOMSTATUSBAR].x) / 2;
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BeginStatusBar(320, 200, h);
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@ -57,7 +57,7 @@ public:
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digiFont = Create<DHUDFont>(DigiFont, 2, Off, 1, 1 );
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// optionally draw at the top of the screen.
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SetSize(tilesiz[BOTTOMSTATUSBAR].y);
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SetSize(tileHeight(BOTTOMSTATUSBAR));
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scale = 0.5;
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ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, HBOMBAMMO, HBOMBAMMO, SAWAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, GROWSPRITEICON, HBOMBAMMO, -1, BOWLINGBALLSPRITE, MOTOAMMO, BOATAMMO, -1, RPG2SPRITE };
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item_icons = { 0, FIRSTAID_ICON, STEROIDS_ICON, HOLODUKE_ICON, JETPACK_ICON, HEAT_ICON, AIRTANK_ICON, BOOT_ICON };
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y -= 4;
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DrawInventory(p, 0, y, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD1(p, snum);
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PrintLevelStats(scale * tilesiz[BIGALPHANUM].y + 10);
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PrintLevelStats(scale * tileHeight(BIGALPHANUM) + 10);
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}
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else if (style == 2)
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{
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DrawInventory(p, 56, -20, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD2(p);
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PrintLevelStats(scale * tilesiz[HEALTHBOX].y + 4);
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PrintLevelStats(scale * tileHeight(HEALTHBOX) + 4);
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}
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else
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{
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void Statusbar(int snum)
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{
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auto p = &ps[snum];
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double h = tilesiz[BOTTOMSTATUSBAR].y * scale;
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double h = tileHeight(BOTTOMSTATUSBAR) * scale;
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double wh = 0;
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if (hud_size < Hud_Stbar) wh = tilesiz[WEAPONBAR].y * scale;
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if (hud_size < Hud_Stbar) wh = tileHeight(WEAPONBAR) * scale;
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double left = (320 - tilesiz[BOTTOMSTATUSBAR].x * scale) / 2;
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double top = 200 - h;
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@ -462,7 +462,7 @@ void JS_InitMirrors(void)
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void drawroomstotile(int daposx, int daposy, int daposz,
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fixed_t daq16ang, fixed_t daq16horiz, short dacursectnum, short tilenume)
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{
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TileFiles.MakeCanvas(tilenume, tilesiz[tilenume].x, tilesiz[tilenume].y);
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TileFiles.MakeCanvas(tilenume, tilesiz[tilenume].x, tileHeight(tilenume));
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auto canvas = renderSetTarget(tilenume);
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if (!canvas) return;
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@ -876,7 +876,7 @@ void SpecialUziRetractFunc(PANEL_SPRITEp psp)
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psp->oy = psp->y;
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psp->y += 4 * synctics;
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if (psp->y >= 200 + tilesiz[psp->picnum].y)
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if (psp->y >= 200 + tileHeight(psp->picnum))
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{
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pKillSprite(psp);
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}
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@ -1983,7 +1983,7 @@ pUziReloadRetract(PANEL_SPRITEp nclip)
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gun->yfract = LSW(ygun);
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gun->y = ygun / FRACUNIT;
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if (gun->y > UZI_RELOAD_YOFF + tilesiz[gun->picndx].y)
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if (gun->y > UZI_RELOAD_YOFF + tileHeight(gun->picndx))
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{
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pSetState(gun, ps_UziDoneReload);
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pKillSprite(nclip);
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@ -2193,7 +2193,7 @@ InitWeaponUzi2(PANEL_SPRITEp uzi_orig)
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pp->WpnUziType = 0; // 0 is up, 1 is retract
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New = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
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New->y += tilesiz[New->picndx].y;
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New->y += tileHeight(New->picndx);
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New->oy = New->y;
|
||||
uzi_orig->sibling = New;
|
||||
|
||||
|
@ -2219,7 +2219,7 @@ InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig)
|
|||
PLAYERp pp = uzi_orig->PlayerP;
|
||||
|
||||
New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
|
||||
New->y += tilesiz[New->picndx].y;
|
||||
New->y += tileHeight(New->picndx);
|
||||
New->oy = New->y;
|
||||
|
||||
SET(New->flags, PANF_XFLIP);
|
||||
|
|
|
@ -274,7 +274,7 @@ private:
|
|||
// frag bar 0 or 1
|
||||
frag_bar = ((pnum) / 4);
|
||||
// move y down according to frag bar number
|
||||
ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar;
|
||||
ys = ys + (tileHeight(FRAG_BAR) - 2) * frag_bar;
|
||||
|
||||
// move x over according to the number of players
|
||||
xs = xoffs[MOD4(pnum)];
|
||||
|
@ -308,7 +308,7 @@ private:
|
|||
// frag bar 0 or 1
|
||||
frag_bar = ((pnum) / 4);
|
||||
// move y down according to frag bar number
|
||||
ys = ys + (tilesiz[FRAG_BAR].y - 2) * frag_bar;
|
||||
ys = ys + (tileHeight(FRAG_BAR) - 2) * frag_bar;
|
||||
|
||||
// move x over according to the number of players
|
||||
xs = xoffs[MOD4(pnum)];
|
||||
|
@ -345,14 +345,14 @@ private:
|
|||
|
||||
for (i = windowxy1.x; i <= windowxy2.x; i++)
|
||||
{
|
||||
y = (tilesiz[FRAG_BAR].y * num_frag_bars) - (2 * (num_frag_bars - 1));
|
||||
y = (tileHeight(FRAG_BAR) * num_frag_bars) - (2 * (num_frag_bars - 1));
|
||||
y = y * (ydim / 200.0);
|
||||
}
|
||||
|
||||
for (i = 0, y = 0; i < num_frag_bars; i++)
|
||||
{
|
||||
DrawGraphic(tileGetTexture(FRAG_BAR), 0, y, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1);
|
||||
y += tilesiz[FRAG_BAR].y - 2;
|
||||
y += tileHeight(FRAG_BAR) - 2;
|
||||
}
|
||||
DisplayFragNames();
|
||||
DisplayFragNumbers();
|
||||
|
@ -450,7 +450,7 @@ private:
|
|||
|
||||
|
||||
xsize = tilesiz[PANEL_KEY_RED].x + 1;
|
||||
ysize = tilesiz[PANEL_KEY_RED].y + 2;
|
||||
ysize = tileHeight(PANEL_KEY_RED) + 2;
|
||||
|
||||
i = 0;
|
||||
for (row = 0; row < 2; row++)
|
||||
|
|
|
@ -16098,7 +16098,7 @@ WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp)
|
|||
x1 = wsp->x;
|
||||
y1 = wsp->y;
|
||||
|
||||
xoff = (int) TILE_XOFF(wsp->picnum) + (int) wsp->xoffset;
|
||||
xoff = (int) tileLeftOffset(wsp->picnum) + (int) wsp->xoffset;
|
||||
|
||||
if (TEST(wsp->cstat, CSTAT_SPRITE_XFLIP))
|
||||
xoff = -xoff;
|
||||
|
|
Loading…
Reference in a new issue