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- added missing handling for Rotations to the hardware renderer.
Untested due to lack of material.
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parent
389892a079
commit
59cd049b77
1 changed files with 29 additions and 2 deletions
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@ -785,7 +785,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (!modelframe)
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if (!modelframe)
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{
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{
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bool mirror;
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bool mirror = false;
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DAngle ang = (thingpos - vp.Pos).Angle();
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DAngle ang = (thingpos - vp.Pos).Angle();
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FTextureID patch;
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FTextureID patch;
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// [ZZ] add direct picnum override
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// [ZZ] add direct picnum override
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@ -794,8 +794,35 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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// Animate picnum overrides.
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// Animate picnum overrides.
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auto tex = TexMan.GetGameTexture(thing->picnum, true);
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auto tex = TexMan.GetGameTexture(thing->picnum, true);
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if (tex == nullptr) return;
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if (tex == nullptr) return;
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if (tex->GetRotations() != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t* sprframe = &SpriteFrames[tex->GetRotations()];
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DAngle sprang = thing->GetSpriteAngle(ang, vp.TicFrac);
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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auto picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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mirror = true;
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}
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}
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patch = tex->GetID();
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patch = tex->GetID();
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mirror = false;
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}
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}
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else
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else
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{
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{
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