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- Fixed: ROLLCENTER was always being applied even when the flag wasn't present.
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341c1bbede
commit
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1 changed files with 11 additions and 9 deletions
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@ -415,18 +415,13 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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FVector2 offset = FVector2( offx, offy );
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// Account for +ROLLCENTER flag. Takes the embedded image offsets and adds them in with SpriteOffsets.
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if (drawRollSpriteActor && useOffsets)
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{
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offset.X += center.X - x;
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offset.Y += center.Z - z;
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}
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float xx = -center.X + x;
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float yy = -center.Y + y;
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float zz = -center.Z + z;
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// [Nash] check for special sprite drawing modes
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if (drawWithXYBillboard || isWallSprite)
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{
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// Compute center of sprite
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mat.MakeIdentity();
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mat.Translate(center.X, center.Z, center.Y); // move to sprite center
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@ -461,16 +456,21 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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mat.Rotate(0, 1, 0, 0);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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else if (doRoll)
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{
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if (useOffsets) mat.Translate(xx, zz, yy);
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if (drawWithXYBillboard)
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{
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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}
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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else if (drawWithXYBillboard)
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{
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@ -503,7 +503,9 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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float rollDegrees = Angles.Roll.Degrees();
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mat.Translate(center.X, center.Z, center.Y);
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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mat.Translate(-center.X, -center.Z, -center.Y);
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}
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