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