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- Update to ZDoom r1974:
- Modified the event-driven ticks to use the same code for calculating the time as the polled timer so that the timer does not start running until the first time it is used. - Removed the srand() call from D_DoomMain(), because it started the game timer running prematurely, and we never call rand() anywhere. (Not to mention, even if we did use rand(), always seeding it with 0 is rather pointless.) - Fixed: The framerate was not capped before starting a game. - Removed the one embedded DeHackEd lump restriction. - Fixed: nofreeaim in P_SpawnPlayerMissile() was broken. - Fixed: MBF sky Y offsets were ignored. X offsets should also be applied to the sky cylinder, not the screen like Hexen scrolling skies. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@620 b0f79afe-0144-0410-b225-9a4edf0717df
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8 changed files with 124 additions and 161 deletions
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@ -747,6 +747,8 @@ static angle_t skyflip;
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static int frontpos, backpos;
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static fixed_t frontyScale;
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static fixed_t frontcyl, backcyl;
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static fixed_t skymid;
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static angle_t skyangle;
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int frontiScale;
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extern fixed_t swall[MAXWIDTH];
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@ -764,14 +766,14 @@ static int skycolplace;
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// Get a column of sky when there is only one sky texture.
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static const BYTE *R_GetOneSkyColumn (FTexture *fronttex, int x)
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{
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angle_t column = (viewangle + xtoviewangle[x]) ^ skyflip;
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angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip;
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return fronttex->GetColumn((UMulScale16(column, frontcyl) + frontpos) >> FRACBITS, NULL);
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}
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// Get a column of sky when there are two overlapping sky textures
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static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
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{
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DWORD ang = (viewangle + xtoviewangle[x]) ^ skyflip;
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DWORD ang = (skyangle + xtoviewangle[x]) ^ skyflip;
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DWORD angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
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DWORD angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
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@ -849,7 +851,7 @@ static void R_DrawSky (visplane_t *pl)
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rw_offset = 0;
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frontyScale = rw_pic->yScale;
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dc_texturemid = MulScale16 (skytexturemid/*-viewz*/, frontyScale);
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dc_texturemid = MulScale16 (skymid, frontyScale);
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if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
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{ // The texture tiles nicely
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@ -881,7 +883,7 @@ static void R_DrawSkyStriped (visplane_t *pl)
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// So that I don't have to worry about fractional precision, chop off the
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// fractional part of centeryfrac.
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centeryfrac = centery << FRACBITS;
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topfrac = (skytexturemid + iscale * (1-centery)) % (frontskytex->GetHeight() << FRACBITS);
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topfrac = (skymid + iscale * (1-centery)) % (frontskytex->GetHeight() << FRACBITS);
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if (topfrac < 0) topfrac += frontskytex->GetHeight() << FRACBITS;
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yl = 0;
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yh = (short)MulScale32 ((frontskytex->GetHeight() << FRACBITS) - topfrac, frontyScale);
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@ -1255,6 +1257,8 @@ void R_DrawSkyPlane (visplane_t *pl)
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sky1tex = sky1texture;
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}
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sky2tex = sky2texture;
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skymid = skytexturemid;
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skyangle = viewangle;
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if (pl->picnum == skyflatnum)
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{
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@ -1311,10 +1315,10 @@ void R_DrawSkyPlane (visplane_t *pl)
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// to allow sky rotation as well as careful positioning.
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// However, the offset is scaled very small, so that it
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// allows a long-period of sky rotation.
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frontdpos = (-s->GetTextureXOffset(pos)) >> 6;
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skyangle += s->GetTextureXOffset(pos);
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// Vertical offset allows careful sky positioning.
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dc_texturemid = s->GetTextureYOffset(pos) - 28*FRACUNIT;
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skymid = s->GetTextureYOffset(pos) - 28*FRACUNIT;
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// We sometimes flip the picture horizontally.
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//
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