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- fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter.
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574f2936d4
commit
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1 changed files with 4 additions and 11 deletions
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@ -1292,7 +1292,6 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FTexture* tex;
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vissprite_t* vis;
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bool noaccel;
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bool isweapon;
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static TArray<vissprite_t> avis;
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if (avis.Size() < vispspindex + 1)
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@ -1319,8 +1318,6 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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if (tex->UseType == FTexture::TEX_Null)
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return;
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isweapon = pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon));
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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pspr->firstTic = false;
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@ -1371,12 +1368,8 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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viewheight == RenderTarget->GetHeight() ||
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(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = nullptr;
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if (camera->player != nullptr)
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{
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weapon = camera->player->ReadyWeapon;
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}
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if (isweapon && weapon != nullptr && weapon->YAdjust != 0)
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
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{
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@ -1388,7 +1381,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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}
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}
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}
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if (isweapon)
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if (pspr->GetID() < PSP_TARGETCENTER)
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{ // Move the weapon down for 1280x1024.
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vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
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}
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@ -1416,7 +1409,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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noaccel = false;
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FDynamicColormap *colormap_to_use = nullptr;
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if (isweapon)
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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vis->Style.Alpha = float(owner->Alpha);
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vis->Style.RenderStyle = owner->RenderStyle;
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