mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- fall back to drawing triangles on automap when encountering actors with non-displayable sprites
This commit is contained in:
parent
992ba0bbf4
commit
775ecdeebb
1 changed files with 24 additions and 14 deletions
|
@ -2338,7 +2338,6 @@ void AM_drawKeys ()
|
|||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void AM_drawThings ()
|
||||
{
|
||||
AMColor color;
|
||||
|
@ -2355,30 +2354,41 @@ void AM_drawThings ()
|
|||
p.x = t->x >> FRACTOMAPBITS;
|
||||
p.y = t->y >> FRACTOMAPBITS;
|
||||
|
||||
if (am_showthingsprites > 0)
|
||||
if (am_showthingsprites > 0 && t->sprite > 0)
|
||||
{
|
||||
const spritedef_t& sprite = sprites[t->sprite];
|
||||
const size_t spriteIndex = sprite.spriteframes + (am_showthingsprites > 1 ? t->frame : 0);
|
||||
FTexture *texture = NULL;
|
||||
spriteframe_t *frame;
|
||||
angle_t rotation = 0;
|
||||
|
||||
const spriteframe_t& frame = SpriteFrames[spriteIndex];
|
||||
angle_t angle = ANGLE_270 - t->angle;
|
||||
if (frame.Texture[0] != frame.Texture[1]) angle += (ANGLE_180 / 16);
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
// try all modes backwards until a valid texture has been found.
|
||||
for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
|
||||
{
|
||||
angle += players[consoleplayer].camera->angle - ANGLE_90;
|
||||
}
|
||||
const angle_t rotation = angle >> 28;
|
||||
const spritedef_t& sprite = sprites[t->sprite];
|
||||
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
|
||||
|
||||
const FTextureID textureID = frame.Texture[am_showthingsprites > 2 ? rotation : 0];
|
||||
FTexture* texture = TexMan(textureID);
|
||||
frame = &SpriteFrames[spriteIndex];
|
||||
angle_t angle = ANGLE_270 - t->angle;
|
||||
if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
{
|
||||
angle += players[consoleplayer].camera->angle - ANGLE_90;
|
||||
}
|
||||
rotation = angle >> 28;
|
||||
|
||||
const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
|
||||
texture = TexMan(textureID);
|
||||
}
|
||||
|
||||
if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
|
||||
|
||||
const fixed_t spriteScale = 10 * scale_mtof;
|
||||
|
||||
DrawMarker (texture, p.x, p.y, 0, !!(frame.Flip & (1 << rotation)),
|
||||
DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
|
||||
spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
|
||||
}
|
||||
else
|
||||
{
|
||||
drawTriangle:
|
||||
angle = t->angle;
|
||||
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
|
|
Loading…
Reference in a new issue