- handle the player sprite when crossing a portal.

This commit is contained in:
Christoph Oelckers 2016-04-07 21:13:37 +02:00
parent 5cd9e58af5
commit ddbb8d79c1
2 changed files with 22 additions and 0 deletions

View file

@ -312,6 +312,8 @@ bool GLPortal::Start(bool usestencil, bool doquery)
savedviewactor=GLRenderer->mViewActor;
savedviewarea=in_area;
savedshowviewer = r_showviewer;
savedviewpath[0] = ViewPath[0];
savedviewpath[1] = ViewPath[1];
NextPortal = GLRenderer->mCurrentPortal;
GLRenderer->mCurrentPortal = NULL; // Portals which need this have to set it themselves
@ -374,6 +376,8 @@ void GLPortal::End(bool usestencil)
if (needdepth) FDrawInfo::EndDrawInfo();
// Restore the old view
ViewPath[0] = savedviewpath[0];
ViewPath[1] = savedviewpath[1];
ViewPos = savedViewPos;
ViewAngle = savedAngle;
GLRenderer->mViewActor=savedviewactor;
@ -992,6 +996,23 @@ void GLLineToLinePortal::DrawContents()
P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y);
P_TranslatePortalAngle(origin, ViewAngle);
P_TranslatePortalZ(origin, ViewPos.Z);
P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y);
if (!r_showviewer)
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (ViewPos - ViewPath[0]).Length();
double dist2 = (ViewPos - ViewPath[1]).Length();
if (dist1 + dist2 > distp + 1)
{
r_showviewer = true;
}
}
}
SaveMapSection();

View file

@ -106,6 +106,7 @@ private:
AActor * savedviewactor;
area_t savedviewarea;
bool savedshowviewer;
DVector3 savedviewpath[2];
GLPortal *NextPortal;
TArray<BYTE> savedmapsection;
TArray<unsigned int> mPrimIndices;