mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
- adjustments to GL renderer for decal and alpha changes.
- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
This commit is contained in:
parent
eee5143b26
commit
eadecaf407
5 changed files with 47 additions and 26 deletions
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@ -375,7 +375,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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{
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color = PalEntry(light, light, light);
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}
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color.a = Scale(parms.alpha, 255, FRACUNIT);
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color.a = (BYTE)(parms.Alpha * 255);
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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int btm = (SCREENHEIGHT - screen->GetHeight()) / 2;
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@ -71,7 +71,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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line_t * line=seg->linedef;
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side_t * side=seg->sidedef;
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int i;
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fixed_t zpos;
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float zpos;
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int light;
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int rel;
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float a;
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@ -129,33 +129,33 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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if (type!=RENDERWALL_TOP) return;
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if (line->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
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zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (type!=RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
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zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
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}
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}
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@ -179,20 +179,20 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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a = FIXED2FLOAT(decal->Alpha);
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a = decal->Alpha;
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// now clip the decal to the actual polygon
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float decalwidth = tex->TextureWidth() * FIXED2FLOAT(decal->ScaleX);
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float decalheight= tex->TextureHeight() * FIXED2FLOAT(decal->ScaleY);
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float decallefto = tex->GetLeftOffset() * FIXED2FLOAT(decal->ScaleX);
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float decaltopo = tex->GetTopOffset() * FIXED2FLOAT(decal->ScaleY);
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float decalwidth = tex->TextureWidth() * decal->ScaleX;
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float decalheight= tex->TextureHeight() * decal->ScaleY;
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float decallefto = tex->GetLeftOffset() * decal->ScaleX;
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float decaltopo = tex->GetTopOffset() * decal->ScaleY;
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float leftedge = glseg.fracleft * side->TexelLength;
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float linelength = glseg.fracright * side->TexelLength - leftedge;
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// texel index of the decal's left edge
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float decalpixpos = (float)side->TexelLength * decal->LeftDistance / (1<<30) - (flipx? decalwidth-decallefto : decallefto) - leftedge;
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float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx? decalwidth-decallefto : decallefto) - leftedge;
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float left,right;
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float lefttex,righttex;
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@ -232,14 +232,14 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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dv[3].x=dv[2].x=glseg.x1+vx*right;
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dv[3].y=dv[2].y=glseg.y1+vy*right;
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zpos+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo);
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zpos+= (flipy? decalheight-decaltopo : decaltopo);
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dv[1].z=dv[2].z = FIXED2FLOAT(zpos);
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dv[1].z=dv[2].z = zpos;
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dv[0].z=dv[3].z = dv[1].z - decalheight;
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dv[1].v=dv[2].v = tex->GetVT();
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dv[1].u=dv[0].u = tex->GetU(lefttex / FIXED2FLOAT(decal->ScaleX));
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dv[3].u=dv[2].u = tex->GetU(righttex / FIXED2FLOAT(decal->ScaleX));
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dv[1].u=dv[0].u = tex->GetU(lefttex / decal->ScaleX);
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dv[3].u=dv[2].u = tex->GetU(righttex / decal->ScaleX);
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dv[0].v=dv[3].v = tex->GetVB();
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@ -297,7 +297,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
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{
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// Note: This should be replaced with proper shader based lighting.
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fixed_t x, y;
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double x, y;
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decal->GetXY(seg->sidedef, x, y);
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gl_SetDynSpriteLight(NULL, x, y, zpos, sub);
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}
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@ -63,7 +63,7 @@
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//
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//==========================================================================
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void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec)
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void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec)
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{
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ADynamicLight *light;
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float frac, lr, lg, lb;
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@ -80,7 +80,28 @@ void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsect
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if (!(light->flags2&MF2_DORMANT) &&
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(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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{
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float dist = FVector3(FIXED2FLOAT(x - light->_f_X()), FIXED2FLOAT(y - light->_f_Y()), FIXED2FLOAT(z - light->_f_Z())).Length();
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float dist;
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// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
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// This will do the calculations explicitly rather than calling one of AActor's utility functions.
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if (Displacements.size > 0)
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{
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int fromgroup = light->Sector->PortalGroup;
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int togroup = subsec->sector->PortalGroup;
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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fixedvec2 offset = Displacements.getOffset(fromgroup, togroup);
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dist = FVector3(x - light->X() - FIXED2FLOAT(offset.x), y - light->Y() - FIXED2FLOAT(offset.y), z - light->Z()).LengthSquared();
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}
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else
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{
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direct:
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dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
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}
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// This is to avoid calling the software-implemented sqrt function which gets used by FVector3::Length().
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// With fast math on in this module this call will be mapped to a machine instruction on most platforms.
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dist = sqrtf(dist);
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radius = light->GetRadius() * gl_lights_size;
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if (dist < radius)
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@ -117,10 +138,10 @@ void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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{
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if (thing != NULL)
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{
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gl_SetDynSpriteLight(thing, thing->_f_X(), thing->_f_Y(), thing->_f_Z() + (thing->_f_height() >> 1), thing->subsector);
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gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector);
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}
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else if (particle != NULL)
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{
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gl_SetDynSpriteLight(NULL, particle->x, particle->y, particle->z, particle->subsector);
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gl_SetDynSpriteLight(NULL, FIXED2FLOAT(particle->x), FIXED2FLOAT(particle->y), FIXED2FLOAT(particle->z), particle->subsector);
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}
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}
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@ -363,7 +363,7 @@ inline float Dist2(float x1,float y1,float x2,float y2)
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// Light + color
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void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t *subsec);
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void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *subsec);
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void gl_SetDynSpriteLight(AActor *actor, particle_t *particle);
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#endif
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@ -300,7 +300,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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visstyle_t vis;
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vis.RenderStyle=playermo->RenderStyle;
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vis.alpha=playermo->Alpha;
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vis.Alpha=playermo->Alpha;
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vis.colormap = NULL;
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if (playermo->Inventory)
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{
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@ -350,7 +350,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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else if (trans == 0.f)
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{
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trans = FIXED2FLOAT(vis.alpha);
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trans = vis.Alpha;
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}
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// now draw the different layers of the weapon
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