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https://github.com/ZDoom/gzdoom-gles.git
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- reverted WEAPONTOP to its original value of 32 and made the added fudging bit part of the render side.
This is needed so that 'offset(0,32)' does what it is supposed to do.
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43b2584f79
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6e6249f896
4 changed files with 7 additions and 9 deletions
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@ -640,6 +640,7 @@ void AWeapon::PostMorphWeapon ()
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pspr = Owner->player->GetPSprite(PSP_WEAPON);
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pspr->y = WEAPONBOTTOM;
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pspr->ResetInterpolation();
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pspr->SetState(GetUpState());
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}
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@ -262,8 +262,7 @@ void DPSprite::NewTick()
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while (pspr)
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{
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pspr->processPending = true;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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pspr->ResetInterpolation();
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pspr = pspr->Next;
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}
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@ -29,11 +29,8 @@
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#define WEAPONBOTTOM 128.
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// [RH] +0x6000 helps it meet the screen bottom
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// at higher resolutions while still being in
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// the right spot at 320x200.
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#define WEAPONTOP (32+6./16)
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#define WEAPONTOP 32.
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#define WEAPON_FUDGE_Y 0.375
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class AInventory;
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//
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@ -77,6 +74,7 @@ public:
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DPSprite* GetNext() { return Next; }
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AActor* GetCaller() { return Caller; }
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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void ResetInterpolation() { oldx = x; oldy = y; }
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double x, y;
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double oldx, oldy;
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@ -1302,7 +1302,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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}
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
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if (pspr->Flags & PSPF_ADDBOB)
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{
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@ -1610,7 +1610,7 @@ void R_DrawPlayerSprites ()
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF + WEAPON_FUDGE_Y;
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}
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}
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else
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