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- FLATSPRITE fixes.
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1 changed files with 17 additions and 16 deletions
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@ -112,18 +112,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
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Matrix3x4 mat;
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.MakeIdentity();
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float cx, cy, cz = z;
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if ((actor->renderflags & RF_ROLLCENTER))
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{
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cx = (x1 + x2) * 0.5;
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cy = (y1 + y2) * 0.5;
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}
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else
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{
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cx = x;
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cy = y;
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}
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// [MC] Rotate around the center or offsets given to the sprites.
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// [MC] Rotate around the center or offsets given to the sprites.
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// Counteract any existing rotations, then rotate the angle.
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// Counteract any existing rotations, then rotate the angle.
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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@ -132,11 +120,24 @@ void GLSprite::CalculateVertices(FVector3 *v)
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FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
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FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
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pitch.Normalized180();
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pitch.Normalized180();
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mat.Translate(cx, cz, cy);
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mat.Translate(x, z, y);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees + 90);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees);
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mat.Rotate(0, 0, 1, pitch.Degrees);
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mat.Rotate(0, 0, 1, pitch.Degrees);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Roll.Degrees);
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mat.Translate(-cx, -cz, -cy);
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if (actor->renderflags & RF_ROLLCENTER)
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{
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float cx = (x1 + x2) * 0.5;
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float cy = (y1 + y2) * 0.5;
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mat.Translate(cx - x, 0, cy - y);
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mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
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mat.Translate(-cx, -z, -cy);
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}
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else
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{
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mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
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mat.Translate(-x, -z, -y);
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}
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v[0] = mat * FVector3(x1, z, y2);
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v[0] = mat * FVector3(x1, z, y2);
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v[1] = mat * FVector3(x2, z, y2);
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v[1] = mat * FVector3(x2, z, y2);
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v[2] = mat * FVector3(x1, z, y1);
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v[2] = mat * FVector3(x1, z, y1);
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