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- Replaced sprite sorting with a stable sort. Performance at the start of
nuts.wad seems the same. SVN r2028 (trunk)
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2 changed files with 9 additions and 8 deletions
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@ -1,3 +1,7 @@
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December 17, 2009
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- Replaced sprite sorting with a stable sort. Performance at the start of
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nuts.wad seems the same.
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December 16, 2009 (Changes by Graf Zahl)
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- Fixed: Morphed players tried endlessly to switch to a weapon they picked up.
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- fixed: P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
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@ -23,6 +23,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "templates.h"
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#include "doomdef.h"
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@ -1883,13 +1884,9 @@ void R_DrawRemainingPlayerSprites()
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// gain compared to the old function.
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//
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// Sort vissprites by depth, far to near
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static int STACK_ARGS sv_compare (const void *arg1, const void *arg2)
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static bool sv_compare(vissprite_t *a, vissprite_t *b)
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{
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int diff = (*(vissprite_t **)arg2)->idepth - (*(vissprite_t **)arg1)->idepth;
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// If two sprites are the same distance, then the higher one gets precedence
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if (diff == 0)
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return (*(vissprite_t **)arg2)->gzt - (*(vissprite_t **)arg1)->gzt;
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return diff;
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return a->idepth > b->idepth;
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}
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#if 0
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@ -2023,7 +2020,7 @@ void R_SplitVisSprites ()
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}
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#endif
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void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), size_t first)
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void R_SortVisSprites (bool (*compare)(vissprite_t *, vissprite_t *), size_t first)
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{
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int i;
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vissprite_t **spr;
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@ -2046,7 +2043,7 @@ void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), si
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spritesorter[i] = *spr;
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}
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qsort (spritesorter, vsprcount, sizeof (vissprite_t *), compare);
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std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
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}
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