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Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
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1 changed files with 5 additions and 5 deletions
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@ -24,7 +24,6 @@
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** Sprite/Particle rendering
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** Sprite/Particle rendering
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**
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**
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*/
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*/
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#include <math.h>
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#include "p_local.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "p_effect.h"
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@ -66,6 +65,7 @@ extern TArray<spriteframe_t> SpriteFrames;
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extern uint32_t r_renderercaps;
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extern uint32_t r_renderercaps;
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const float LARGE_VALUE = 1e19f;
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const float LARGE_VALUE = 1e19f;
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const float MY_SQRT2 = 1.41421356237309504880; // sqrt(2)
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EXTERN_CVAR(Bool, r_debug_disable_vis_filter)
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EXTERN_CVAR(Bool, r_debug_disable_vis_filter)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Float, transsouls)
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@ -1053,10 +1053,10 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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y2 = y + viewvecX*rightfac;
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y2 = y + viewvecX*rightfac;
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if (thing->renderflags2 & RF2_ISOMETRICSPRITES) // If sprites are drawn from an isometric perspective
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if (thing->renderflags2 & RF2_ISOMETRICSPRITES) // If sprites are drawn from an isometric perspective
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{
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{
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x1 -= viewvecX * thing->radius * M_SQRT2;
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x1 -= viewvecX * thing->radius * MY_SQRT2;
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x2 -= viewvecX * thing->radius * M_SQRT2;
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x2 -= viewvecX * thing->radius * MY_SQRT2;
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y1 -= viewvecY * thing->radius * M_SQRT2;
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y1 -= viewvecY * thing->radius * MY_SQRT2;
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y2 -= viewvecY * thing->radius * M_SQRT2;
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y2 -= viewvecY * thing->radius * MY_SQRT2;
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}
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}
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break;
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break;
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}
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}
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