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- an attempt to render "reflection" floor sprites by lifting them up to the floor and drawing them with 33% alpha.
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1 changed files with 7 additions and 0 deletions
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@ -399,6 +399,12 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, tspritetype* sprite, sectortype*
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{
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{
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int tilenum = sprite->picnum;
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int tilenum = sprite->picnum;
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texture = tileGetTexture(tilenum);
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texture = tileGetTexture(tilenum);
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bool belowfloor = false;
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if (sprite->pos.Z > sprite->sectp->floorz)
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{
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belowfloor = true;
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sprite->pos.Z = sprite->sectp->floorz;
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}
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z = sprite->pos.Z * (1 / -256.f);
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z = sprite->pos.Z * (1 / -256.f);
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if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
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if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
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dynlightindex = -1;
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dynlightindex = -1;
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@ -423,6 +429,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, tspritetype* sprite, sectortype*
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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if (belowfloor) alpha *= 0.33f;
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PutFlat(di, z > di->Viewpoint.Pos.Z);
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PutFlat(di, z > di->Viewpoint.Pos.Z);
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}
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}
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