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Remove commented out code
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1 changed files with 0 additions and 129 deletions
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@ -696,135 +696,6 @@ static bool sv_compare2d(vissprite_t *a, vissprite_t *b)
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DVector2(b->deltax, b->deltay).LengthSquared();
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}
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#if 0
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static drawseg_t **drawsegsorter;
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static int drawsegsortersize = 0;
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// Sort vissprites by leftmost column, left to right
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static int sv_comparex (const void *arg1, const void *arg2)
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{
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return (*(vissprite_t **)arg2)->x1 - (*(vissprite_t **)arg1)->x1;
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}
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// Sort drawsegs by rightmost column, left to right
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static int sd_comparex (const void *arg1, const void *arg2)
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{
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return (*(drawseg_t **)arg2)->x2 - (*(drawseg_t **)arg1)->x2;
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}
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// Split up vissprites that intersect drawsegs
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void R_SplitVisSprites ()
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{
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size_t start, stop;
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size_t numdrawsegs = ds_p - firstdrawseg;
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size_t numsprites;
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size_t spr, dseg, dseg2;
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if (!r_splitsprites)
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return;
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if (numdrawsegs == 0 || vissprite_p - firstvissprite == 0)
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return;
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// Sort drawsegs from left to right
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if (numdrawsegs > drawsegsortersize)
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{
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if (drawsegsorter != NULL)
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delete[] drawsegsorter;
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drawsegsortersize = numdrawsegs * 2;
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drawsegsorter = new drawseg_t *[drawsegsortersize];
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}
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for (dseg = dseg2 = 0; dseg < numdrawsegs; ++dseg)
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{
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// Drawsegs that don't clip any sprites don't need to be considered.
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if (firstdrawseg[dseg].silhouette)
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{
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drawsegsorter[dseg2++] = &firstdrawseg[dseg];
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}
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}
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numdrawsegs = dseg2;
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if (numdrawsegs == 0)
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{
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return;
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}
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qsort (drawsegsorter, numdrawsegs, sizeof(drawseg_t *), sd_comparex);
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// Now sort vissprites from left to right, and walk them simultaneously
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// with the drawsegs, splitting any that intersect.
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start = firstvissprite - vissprites;
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int p = 0;
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do
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{
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p++;
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R_SortVisSprites (sv_comparex, start);
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stop = vissprite_p - vissprites;
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numsprites = stop - start;
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spr = dseg = 0;
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do
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{
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vissprite_t *vis = spritesorter[spr], *vis2;
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// Skip drawsegs until we get to one that doesn't end before the sprite
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// begins.
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while (dseg < numdrawsegs && drawsegsorter[dseg]->x2 <= vis->x1)
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{
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dseg++;
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}
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// Now split the sprite against any drawsegs it intersects
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for (dseg2 = dseg; dseg2 < numdrawsegs; dseg2++)
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{
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drawseg_t *ds = drawsegsorter[dseg2];
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if (ds->x1 > vis->x2 || ds->x2 < vis->x1)
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continue;
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if ((vis->idepth < ds->siz1) != (vis->idepth < ds->siz2))
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{ // The drawseg is crossed; find the x where the intersection occurs
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int cross = Scale (vis->idepth - ds->siz1, ds->sx2 - ds->sx1, ds->siz2 - ds->siz1) + ds->sx1 + 1;
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/* if (cross < ds->x1 || cross > ds->x2)
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{ // The original seg is crossed, but the drawseg is not
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continue;
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}
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*/ if (cross <= vis->x1 || cross >= vis->x2)
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{ // Don't create 0-sized sprites
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continue;
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}
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vis->bSplitSprite = true;
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// Create a new vissprite for the right part of the sprite
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vis2 = R_NewVisSprite ();
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*vis2 = *vis;
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vis2->startfrac += vis2->xiscale * (cross - vis2->x1);
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vis->x2 = cross-1;
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vis2->x1 = cross;
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//vis2->alpha /= 2;
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//vis2->RenderStyle = STYLE_Add;
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if (vis->idepth < ds->siz1)
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{ // Left is in back, right is in front
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vis->sector = ds->curline->backsector;
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vis2->sector = ds->curline->frontsector;
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}
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else
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{ // Right is in front, left is in back
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vis->sector = ds->curline->frontsector;
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vis2->sector = ds->curline->backsector;
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}
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}
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}
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}
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while (dseg < numdrawsegs && ++spr < numsprites);
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// Repeat for any new sprites that were added.
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}
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while (start = stop, stop != vissprite_p - vissprites);
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}
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#endif
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#ifdef __GNUC__
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static void swap(vissprite_t *&a, vissprite_t *&b)
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{
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