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- Removed automap scroll clamping for rotated maps. If it's going to scroll out of sight,
at least it'll do so at a fixed right. SVN r1407 (trunk)
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1 changed files with 32 additions and 19 deletions
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@ -493,50 +493,63 @@ static void AM_findMinMaxBoundaries ()
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static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
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{
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fixed_t rmin_x, rmin_y, rmax_x, rmax_y;
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if (am_rotate == 0 || (am_rotate == 2 && !viewactive))
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{
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rmin_x = min_x;
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rmin_y = min_y;
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rmax_x = max_x;
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rmax_y = max_y;
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if (m_x + m_w/2 > max_x)
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m_x = max_x - m_w/2;
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else if (m_x + m_w/2 < min_x)
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m_x = min_x - m_w/2;
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if (m_y + m_h/2 > max_y)
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m_y = max_y - m_h/2;
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else if (m_y + m_h/2 < min_y)
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m_y = min_y - m_h/2;
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}
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else
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{
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fixed_t xs[4], ys[4];
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#if 0
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fixed_t rmin_x, rmin_y, rmax_x, rmax_y;
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fixed_t xs[5], ys[5];
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int i;
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xs[0] = min_x; ys[0] = min_y;
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xs[1] = max_x; ys[1] = min_y;
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xs[2] = max_x; ys[2] = max_y;
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xs[3] = min_x; ys[3] = max_y;
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xs[4] = m_x + m_w/2; ys[4] = m_y + m_h/2;
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rmin_x = rmin_y = FIXED_MAX;
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rmax_x = rmax_y = FIXED_MIN;
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for (i = 0; i < 4; ++i)
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for (i = 0; i < 5; ++i)
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{
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xs[i] -= pivotx;
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ys[i] -= pivoty;
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AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle);
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xs[i] += pivotx;
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ys[i] += pivoty;
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if (i == 5)
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break;
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// xs[i] += pivotx;
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// ys[i] += pivoty;
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if (xs[i] < rmin_x) rmin_x = xs[i];
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if (xs[i] > rmax_x) rmax_x = xs[i];
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if (ys[i] < rmin_y) rmin_y = ys[i];
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if (ys[i] > rmax_y) rmax_y = ys[i];
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}
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if (rmax_x < 0)
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xs[4] = -rmax_x;
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else if (rmin_x > 0)
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xs[4] = -rmin_x;
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// if (ys[4] > rmax_y)
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// ys[4] = rmax_y;
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// else if (ys[4] < rmin_y)
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// ys[4] = rmin_y;
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AM_rotate (&xs[4], &ys[4], ANG270 - players[consoleplayer].camera->angle);
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m_x = xs[4] + pivotx - m_w/2;
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m_y = ys[4] + pivoty - m_h/2;
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#endif
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}
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if (m_x + m_w/2 > rmax_x)
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m_x = rmax_x - m_w/2;
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else if (m_x + m_w/2 < rmin_x)
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m_x = rmin_x - m_w/2;
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if (m_y + m_h/2 > rmax_y)
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m_y = rmax_y - m_h/2;
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else if (m_y + m_h/2 < rmin_y)
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m_y = rmin_y - m_h/2;
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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