diff --git a/src/d_main.cpp b/src/d_main.cpp index ae28f15d8f..afda957afe 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -775,7 +775,6 @@ void D_Display () } screen->SetBlendingRect(viewwindowx, viewwindowy, viewwindowx + viewwidth, viewwindowy + viewheight); - P_CheckPlayerSprites(); P_PredictPlayer(&players[consoleplayer]); Renderer->RenderView(&players[consoleplayer]); P_UnPredictPlayer(); diff --git a/src/d_player.h b/src/d_player.h index fa14c49a9f..bb6e87e7bf 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -427,7 +427,7 @@ extern player_t players[MAXPLAYERS]; FArchive &operator<< (FArchive &arc, player_t *&p); -void P_CheckPlayerSprites(); +void P_CheckPlayerSprite(AActor *mo, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley); inline void AActor::SetFriendPlayer(player_t *player) { diff --git a/src/g_game.cpp b/src/g_game.cpp index d96e37fcf7..6163ee0d63 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -2049,7 +2049,6 @@ static void PutSavePic (FILE *file, int width, int height) } else { - P_CheckPlayerSprites(); Renderer->WriteSavePic(&players[consoleplayer], file, width, height); } } diff --git a/src/p_user.cpp b/src/p_user.cpp index 8339262b70..2a8e760999 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -1483,77 +1483,55 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone) // // P_CheckPlayerSprites // -// Here's the place where crouching sprites are handled -// This must be called each frame before rendering +// Here's the place where crouching sprites are handled. +// R_ProjectSprite() calls this for any players. // //=========================================================================== -void P_CheckPlayerSprites() +void P_CheckPlayerSprite(AActor *actor, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley) { - for(int i=0; iplayer; + fixed_t defscaleY = actor->GetDefault()->scaleY; + fixed_t defscaleX = actor->GetDefault()->scaleX; + int crouchspriteno; + + if (player->userinfo.skin != 0 && !(actor->flags4 & MF4_NOSKIN)) { - player_t * player = &players[i]; - APlayerPawn * mo = player->mo; + defscaleY = skins[player->userinfo.skin].ScaleY; + defscaleX = skins[player->userinfo.skin].ScaleX; + } - if (playeringame[i] && mo != NULL) + // Set the crouch sprite? + if (player->crouchfactor < FRACUNIT*3/4) + { + if (spritenum == actor->SpawnState->sprite || spritenum == player->mo->crouchsprite) { - int crouchspriteno; - fixed_t defscaleY = mo->GetDefault()->scaleY; - fixed_t defscaleX = mo->GetDefault()->scaleX; - - if (player->userinfo.skin != 0 && !(player->mo->flags4 & MF4_NOSKIN)) - { - defscaleY = skins[player->userinfo.skin].ScaleY; - defscaleX = skins[player->userinfo.skin].ScaleX; - } - - // Set the crouch sprite - if (player->crouchfactor < FRACUNIT*3/4) - { - if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite) - { - crouchspriteno = mo->crouchsprite; - } - else if (!(player->mo->flags4 & MF4_NOSKIN) && - (mo->sprite == skins[player->userinfo.skin].sprite || - mo->sprite == skins[player->userinfo.skin].crouchsprite)) - { - crouchspriteno = skins[player->userinfo.skin].crouchsprite; - } - else - { - // no sprite -> squash the existing one - crouchspriteno = -1; - } + crouchspriteno = player->mo->crouchsprite; + } + else if (!(actor->flags4 & MF4_NOSKIN) && + (spritenum == skins[player->userinfo.skin].sprite || + spritenum == skins[player->userinfo.skin].crouchsprite)) + { + crouchspriteno = skins[player->userinfo.skin].crouchsprite; + } + else + { // no sprite -> squash the existing one + crouchspriteno = -1; + } - if (crouchspriteno > 0) - { - mo->sprite = crouchspriteno; - mo->scaleY = defscaleY; - } - else if (player->playerstate != PST_DEAD) - { - mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY; - } - } - else // Set the normal sprite - { - if (mo->sprite != 0) - { - if (mo->sprite == mo->crouchsprite) - { - mo->sprite = mo->SpawnState->sprite; - } - else if (mo->sprite != 0 && mo->sprite == skins[player->userinfo.skin].crouchsprite) - { - mo->sprite = skins[player->userinfo.skin].sprite; - } - } - mo->scaleY = defscaleY; - } - mo->scaleX = defscaleX; + if (crouchspriteno > 0) + { + spritenum = crouchspriteno; + } + else if (player->playerstate != PST_DEAD) + { + if (player->crouchfactor < FRACUNIT*3/4) + defscaleY /= 2; } } + // Scale the sprite by the actor, skin, and crouch values + scalex = FixedMul(scalex, defscaleX); + scaley = FixedMul(scaley, defscaleY); } /* diff --git a/src/r_things.cpp b/src/r_things.cpp index 386ef8139c..82edfed784 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -523,6 +523,14 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor tex = NULL; voxel = NULL; + unsigned spritenum = thing->sprite; + fixed_t spritescaleX = thing->scaleX; + fixed_t spritescaleY = thing->scaleY; + if (thing->player != NULL) + { + P_CheckPlayerSprite(thing, spritenum, spritescaleX, spritescaleY); + } + if (thing->picnum.isValid()) { picnum = thing->picnum; @@ -557,13 +565,13 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor { // decide which texture to use for the sprite #ifdef RANGECHECK - if ((unsigned)thing->sprite >= (unsigned)sprites.Size ()) + if (spritenum >= (unsigned)sprites.Size ()) { - DPrintf ("R_ProjectSprite: invalid sprite number %i\n", thing->sprite); + DPrintf ("R_ProjectSprite: invalid sprite number %u\n", spritenum); return; } #endif - spritedef_t *sprdef = &sprites[thing->sprite]; + spritedef_t *sprdef = &sprites[spritenum]; if (thing->frame >= sprdef->numframes) { // If there are no frames at all for this sprite, don't draw it. @@ -624,13 +632,13 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor // [RH] Added scaling int scaled_to = tex->GetScaledTopOffset(); int scaled_bo = scaled_to - tex->GetScaledHeight(); - gzt = fz + thing->scaleY * scaled_to; - gzb = fz + thing->scaleY * scaled_bo; + gzt = fz + spritescaleY * scaled_to; + gzb = fz + spritescaleY * scaled_bo; } else { - xscale = FixedMul(thing->scaleX, voxel->Scale); - yscale = FixedMul(thing->scaleY, voxel->Scale); + xscale = FixedMul(spritescaleX, voxel->Scale); + yscale = FixedMul(spritescaleY, voxel->Scale); gzt = fz + MulScale8(yscale, voxel->Voxel->Mips[0].PivotZ) - thing->floorclip; gzb = fz + MulScale8(yscale, voxel->Voxel->Mips[0].PivotZ - (voxel->Voxel->Mips[0].SizeZ << 8)); if (gzt <= gzb) @@ -682,7 +690,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor } // calculate edges of the shape - const fixed_t thingxscalemul = DivScale16(thing->scaleX, tex->xScale); + const fixed_t thingxscalemul = DivScale16(spritescaleX, tex->xScale); tx -= (flip ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul; x1 = centerx + MulScale32 (tx, xscale); @@ -698,11 +706,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor if ((x2 < WindowLeft || x2 <= x1)) return; - xscale = FixedDiv(FixedMul(thing->scaleX, xscale), tex->xScale); + xscale = FixedDiv(FixedMul(spritescaleX, xscale), tex->xScale); iscale = (tex->GetWidth() << FRACBITS) / (x2 - x1); x2--; - fixed_t yscale = SafeDivScale16(thing->scaleY, tex->yScale); + fixed_t yscale = SafeDivScale16(spritescaleY, tex->yScale); // store information in a vissprite vis = R_NewVisSprite();