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Fix player sprites disappearing when a texture camera is visible
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1 changed files with 3 additions and 5 deletions
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@ -35,11 +35,8 @@ EXTERN_CVAR(Bool, st_scale)
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void RenderPolyPlayerSprites::Render()
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void RenderPolyPlayerSprites::Render()
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{
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{
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// In theory, everything in this function could be moved to RenderRemainingSprites.
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// This code cannot be moved directly to RenderRemainingSprites because the engine
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// Just in case there's some hack elsewhere that relies on this happening as part
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// draws the canvas textures between this call and the final call to RenderRemainingSprites..
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// of the main rendering we do it exactly as the old software renderer did.
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ScreenSprites.clear();
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if (!r_drawplayersprites ||
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if (!r_drawplayersprites ||
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!camera ||
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!camera ||
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@ -90,6 +87,7 @@ void RenderPolyPlayerSprites::RenderRemainingSprites()
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{
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{
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for (auto &sprite : ScreenSprites)
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for (auto &sprite : ScreenSprites)
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sprite.Render();
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sprite.Render();
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ScreenSprites.clear();
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}
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}
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void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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