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Implement renderstyle and transparent actor sprite rendering in automap (#997)
* Implement renderstyle and transparent actor sprite rendering in automap * Add "am_advspriterender" CVAR and add invisible actor checks. * Rename cvar to `am_thingrenderstyles` # Conflicts: # src/am_map.cpp
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1 changed files with 7 additions and 2 deletions
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@ -646,6 +646,8 @@ CUSTOM_CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
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textured |= self;
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}
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CVAR(Bool, am_thingrenderstyles, true, CVAR_ARCHIVE)
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CVAR(Int, am_showsubsector, -1, 0);
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@ -2980,7 +2982,8 @@ void AM_drawThings ()
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t = sec.thinglist;
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while (t)
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{
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP)
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|| (am_thingrenderstyles && !(t->renderflags & RF_INVISIBLE)))
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{
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DVector3 pos = t->PosRelative(MapPortalGroup);
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p.x = pos.X;
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@ -3016,7 +3019,9 @@ void AM_drawThings ()
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const double spriteXScale = (t->Scale.X * (10. / 16.) * scale_mtof);
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const double spriteYScale = (t->Scale.Y * (10. / 16.) * scale_mtof);
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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if (am_thingrenderstyles) DrawMarker(texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteXScale, spriteYScale, t->Translation, t->Alpha, t->fillcolor, t->RenderStyle);
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else DrawMarker(texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteXScale, spriteYScale, t->Translation, 1., 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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