mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 23:32:02 +00:00
- split off sprite clipping adjustment code into its own function.
This commit is contained in:
parent
1b55c17379
commit
398d902e7e
3 changed files with 101 additions and 88 deletions
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@ -489,6 +489,103 @@ void GLSprite::SetSpriteColor(sector_t *sector, fixed_t center_y)
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//
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//
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//==========================================================================
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//==========================================================================
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void GLSprite::PerformSpriteClipAdjustment(AActor *thing, fixed_t thingx, fixed_t thingy, float spriteheight)
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{
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bool smarterclip = false; // Set to true if one condition triggers the test below
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if (((thing->player || thing->flags3&MF3_ISMONSTER ||
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thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE ||
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!(thing->flags&MF_CORPSE))) || (gl_spriteclip == 3 && (smarterclip = true)) || gl_spriteclip > 1)
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{
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float btm = 1000000.0f;
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float top = -1000000.0f;
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extsector_t::xfloor &x = thing->Sector->e->XFloor;
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if (x.ffloors.Size())
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{
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for (unsigned int i = 0; i < x.ffloors.Size(); i++)
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{
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F3DFloor * ff = x.ffloors[i];
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fixed_t floorh = ff->top.plane->ZatPoint(thingx, thingy);
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fixed_t ceilingh = ff->bottom.plane->ZatPoint(thingx, thingy);
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if (floorh == thing->floorz)
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{
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btm = FIXED2FLOAT(floorh);
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}
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if (ceilingh == thing->ceilingz)
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{
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top = FIXED2FLOAT(ceilingh);
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}
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if (btm != 1000000.0f && top != -1000000.0f)
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{
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break;
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}
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}
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}
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else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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if (thing->flags2&MF2_ONMOBJ && thing->floorz ==
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thing->Sector->heightsec->floorplane.ZatPoint(thingx, thingy))
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{
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btm = FIXED2FLOAT(thing->floorz);
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top = FIXED2FLOAT(thing->ceilingz);
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}
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}
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if (btm == 1000000.0f)
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btm = FIXED2FLOAT(thing->Sector->floorplane.ZatPoint(thingx, thingy) - thing->floorclip);
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if (top == -1000000.0f)
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top = FIXED2FLOAT(thing->Sector->ceilingplane.ZatPoint(thingx, thingy));
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float diffb = z2 - btm;
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float difft = z1 - top;
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if (diffb >= 0 /*|| !gl_sprite_clip_to_floor*/) diffb = 0;
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// Adjust sprites clipping into ceiling and adjust clipping adjustment for tall graphics
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if (smarterclip)
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{
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// Reduce slightly clipping adjustment of corpses
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if (thing->flags & MF_CORPSE || spriteheight > fabs(diffb))
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{
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float ratio = clamp<float>((fabs(diffb) * (float)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
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diffb *= ratio;
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}
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if (!diffb)
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{
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if (difft <= 0) difft = 0;
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if (difft >= (float)gl_sclipthreshold)
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{
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// dumb copy of the above.
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if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || difft > (float)gl_sclipthreshold)
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{
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difft = 0;
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}
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}
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if (spriteheight > fabs(difft))
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{
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float ratio = clamp<float>((fabs(difft) * (float)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
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difft *= ratio;
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}
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z2 -= difft;
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z1 -= difft;
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}
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}
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if (diffb <= (0 - (float)gl_sclipthreshold)) // such a large displacement can't be correct!
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{
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// for living monsters standing on the floor allow a little more.
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if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || diffb < (-1.8*(float)gl_sclipthreshold))
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{
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diffb = 0;
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}
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}
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z2 -= diffb;
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z1 -= diffb;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLSprite::Process(AActor* thing,sector_t * sector)
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void GLSprite::Process(AActor* thing,sector_t * sector)
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{
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{
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sector_t rs;
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sector_t rs;
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@ -610,95 +707,9 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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float spriteheight = FIXED2FLOAT(spritescaleY) * gltexture->GetScaledHeightFloat(GLUSE_SPRITE);
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float spriteheight = FIXED2FLOAT(spritescaleY) * gltexture->GetScaledHeightFloat(GLUSE_SPRITE);
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// Tests show that this doesn't look good for many decorations and corpses
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// Tests show that this doesn't look good for many decorations and corpses
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if (spriteheight>0 && gl_spriteclip>0)
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if (spriteheight > 0 && gl_spriteclip > 0 && (thing->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE)
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{
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{
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bool smarterclip = false; // Set to true if one condition triggers the test below
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PerformSpriteClipAdjustment(thing, thingx, thingy, spriteheight);
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if (((thing->player || thing->flags3&MF3_ISMONSTER ||
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thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE ||
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!(thing->flags&MF_CORPSE))) || (gl_spriteclip==3 && (smarterclip = true)) || gl_spriteclip > 1)
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{
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float btm= 1000000.0f;
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float top=-1000000.0f;
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extsector_t::xfloor &x = thing->Sector->e->XFloor;
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if (x.ffloors.Size())
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{
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for(unsigned int i=0;i<x.ffloors.Size();i++)
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{
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F3DFloor * ff=x.ffloors[i];
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fixed_t floorh=ff->top.plane->ZatPoint(thingx, thingy);
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fixed_t ceilingh=ff->bottom.plane->ZatPoint(thingx, thingy);
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if (floorh==thing->floorz)
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{
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btm=FIXED2FLOAT(floorh);
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}
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if (ceilingh==thing->ceilingz)
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{
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top=FIXED2FLOAT(ceilingh);
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}
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if (btm != 1000000.0f && top != -1000000.0f)
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{
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break;
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}
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}
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}
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else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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if (thing->flags2&MF2_ONMOBJ && thing->floorz==
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thing->Sector->heightsec->floorplane.ZatPoint(thingx, thingy))
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{
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btm=FIXED2FLOAT(thing->floorz);
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top=FIXED2FLOAT(thing->ceilingz);
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}
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}
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if (btm==1000000.0f)
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btm= FIXED2FLOAT(thing->Sector->floorplane.ZatPoint(thingx, thingy)-thing->floorclip);
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if (top==-1000000.0f)
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top= FIXED2FLOAT(thing->Sector->ceilingplane.ZatPoint(thingx, thingy));
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float diffb = z2 - btm;
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float difft = z1 - top;
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if (diffb >= 0 /*|| !gl_sprite_clip_to_floor*/) diffb = 0;
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// Adjust sprites clipping into ceiling and adjust clipping adjustment for tall graphics
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if (smarterclip)
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{
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// Reduce slightly clipping adjustment of corpses
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if (thing->flags & MF_CORPSE || spriteheight > fabs(diffb))
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{
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float ratio = clamp<float>((fabs(diffb) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
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diffb*=ratio;
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}
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if (!diffb)
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{
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if (difft <= 0) difft = 0;
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if (difft >= (float)gl_sclipthreshold)
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{
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// dumb copy of the above.
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if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || difft > (float)gl_sclipthreshold)
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{
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difft=0;
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}
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}
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if (spriteheight > fabs(difft))
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{
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float ratio = clamp<float>((fabs(difft) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
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difft*=ratio;
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}
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z2-=difft;
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z1-=difft;
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}
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}
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if (diffb <= (0 - (float)gl_sclipthreshold)) // such a large displacement can't be correct!
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{
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// for living monsters standing on the floor allow a little more.
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if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || diffb<(-1.8*(float)gl_sclipthreshold))
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{
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diffb=0;
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}
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}
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z2-=diffb;
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z1-=diffb;
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}
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}
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}
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float viewvecX = GLRenderer->mViewVector.X;
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float viewvecX = GLRenderer->mViewVector.X;
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float viewvecY = GLRenderer->mViewVector.Y;
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float viewvecY = GLRenderer->mViewVector.Y;
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@ -324,6 +324,7 @@ public:
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void SplitSprite(sector_t * frontsector, bool translucent);
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void SplitSprite(sector_t * frontsector, bool translucent);
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void SetLowerParam();
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void SetLowerParam();
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void PerformSpriteClipAdjustment(AActor *thing, fixed_t thingx, fixed_t thingy, float spriteheight);
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public:
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public:
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@ -1858,6 +1858,7 @@ void P_SpawnThings (int position)
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{
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{
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SetMapThingUserData(actor, *udi);
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SetMapThingUserData(actor, *udi);
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}
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}
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if (actor != NULL) actor->renderflags |= RF_WALLSPRITE;
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}
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}
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for(int i=0; i<MAXPLAYERS; i++)
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for(int i=0; i<MAXPLAYERS; i++)
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{
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{
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